MidFrequency
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Commander
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{"ops":[{"insert":{"card-link":"Obeka, Splitter of Seconds"}},{"insert":" has the very powerful and rarely seen ability to duplicate upkeep triggers. She has some light built-in evasion with Menace, but requires combat damage to be dealt in order to trigger her effect. She is rather open ended in that Grixis allows for a multitude of cards and playstyles to achieve the goal of hitting opponents directly. Grixis colors also provide powerful upkeep trigger effects to drown the table in damage or value.\n\nTo minimize the negative effects of a monolith commander build, I have focused on incremental value through "},{"insert":{"card-link":"Undercity // The Initiative"}},{"insert":" and "},{"insert":{"card-link":"The Monarch"}},{"insert":" with several redundancy pieces to ensure the deck can still win in the case that Obeka is frequently removed, or if I can't ensure Obeka deals damage. If you prefer a more high-risk, high-reward playstyle feel free to cut pieces of redundancy for more protection and damage effects. That will allow you to operate more quickly and efficiently, but if the removal does get through you'll have a difficult time closing the game without Obeka.\n\nPros:\nPowerful group slug effects that continuously push towards a win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Initiative, Monarchy, Enchantments, and Suspended cards are difficult to interact with, which make your strategy resilient."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Obeka allows for modular construction to tailor the deck to your meta. If your pod often plays combo, include more counterspells and high-impact upkeep permanents. If your pod plays grindy decks, add equipment and extra combat cards to increase your speed and aggression."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No other commander quite does what Obeka does, so you'll get to enjoy playing synergistic rarely-seen cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCons:\nYou will struggle to make deals and play politics. Expect to be archenemy once the upkeep effects start rolling and the table takes huge chunks of damage all at once from upkeep triggers and from you continuously slamming creatures for free from the last room of the Underdark."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck requires multiple pieces to work at full power: Obeka, evasion, protection, and upkeep effects. There are times where you may struggle to find one of those pieces."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck takes good judgement and patience to run well. You are often deciding between multiple high cost cards to play each turn and can't have it all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The strongest upkeep effect cards from MTG's history as of today are all over the place when it comes to mana value, and most monarchy and initiative cards hang around 4 cmc. That coupled with Grixis' reliance on artifact ramp means that your curve will often feel a bit awkward with some turns being dead or passing while holding up interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nPlay Patterns:\n \nCurving turn 2 ramp -> Obeka -> Initiative -> Upkeep Enchantment + holding protection \nThis will work the first two to three games only. Expect opponents to hold removal for Obeka, so plan accordingly by playing setup pieces and getting incremental value until the time is right to run out Obeka. \n\nRamp -> Initiative -> Obeka + holding protection -> Upkeep Enchantment\nThe safe play for when you expect immediate removal to come your way.\n\n4 cmc is a real sweet-spot for our list. Most Initiative enablers are 4 mana, as is Obeka herself. In decks that want to curve directly from an engine into their commander, or commander into an engine, it is a major downside to have mana go unused. In our case, we can try to embrace it! One or two open mana becomes essential in setting up our pieces and protecting them so that we can extract maximum value. Just one good hit from Obeka can rocket us far enough ahead that even a board wipe won't stop us from quickly re-establishing a dominant boardstate.\n\nIf you are not expecting early removal, play Obeka first and on the following turn play an upkeep engine so that Obeka can attack to get you value. If you are expecting removal, play your engines first. Taking a turn or two to set up can allow you to still be progressing your board and setting up for an explosive future play while ensuring you don't become the nail that needs to be hammered down first.\n\n\nNotable Exclusions:\n\nX card that grants Shroud - We are leaning hard on Initiative to continuously put +1/+1 counters on Obeka which is a targeted ability and thus does not work if we grant her shroud. There are many additional cards in the deck that allow us to target Obeka for massively beneficial effects (like "},{"insert":{"card-link":"Rilsa Rael, Kingpin"}},{"insert":") that make hexproof a much better option for us over shroud, unless the shroud is a short-term effect (Silver Shroud Costume).\n\n"},{"insert":{"card-link":"Court of Cunning"}},{"insert":" - On its face this card is an cool alternate wincon with Obeka that also costs less than our other courts to play. In practice, this card will draw a lot of aggression in casual pods and will enable graveyard strategies for opponents that need it. It is also likely to be the only card in the deck enacting a mill strategy and it is only worth having if it can stick to the field for the duration of the game.\n\n"},{"insert":{"card-link":"Court of Ire"}},{"insert":" - A bit over-costed at 5 cmc and it only deals damage to a single target. For this list, every one or two open blue mana becomes very important to protect our pieces. We would rather run lower to the ground enchantments to leave up mana for protection, counterspells, and evasion, and enchantments that hit the entire table rather than a single creature or player.\n\n"},{"insert":{"card-link":"Hatred"}},{"insert":" - This card is too sharp of a double edged sword. When played early, this lets you snipe one player out of the game. When played late, and with some setup, you can suddenly avalanche into 20+ upkeep triggers to win on the spot. That is incredibly powerful, but will make you an immediate public enemy and the single player removal is often unnecessary when the rest of our deck excels at table removal through group slug. This can be an excellent card to close out the game for a win, but your pod will begin planning for it in future games whether you have it in your hand or not which makes it a serious liability towards playing a meaningful game. This is one for the bracket 4 lists.\n\n"},{"insert":{"card-link":"Mechanized Production"}},{"insert":" - This struggles on the basis of optics. When an alternate wincon like this hits the table, it draws eyes. Similarly to Hatred, once the table sees this win the game once they will be reluctant to ever leave you alone in the early game. Being able to win immediately after Obeka connects is pretty sweet, but it will be more reliable in a build focused on Voltron and extra combats to ensure she hits hard enough to make the 8+ copies necessary immediately.\n\n"},{"insert":{"card-link":"Rousing Refrain"}},{"insert":" - Inspiring Refrain is an all-star in this deck, which has me continuously coming back to Rousing Refrain and being disappointed. It's a powerful effect, and you can have turns where it goes off multiple times for an explosion of mana. This list simply doesn't have much to do with it. We are more content chugging along with incremental value and cheating creatures via The Underdark.\n\nX card with Take the Initiative - Many cards in Grixis with Take the Initiative are rather mediocre, but the mechanic is so powerful and consistent with Obeka that we are willing to include them. What we can't afford to include, however, are Initiative cards that are 5+ mana or are too situational. The current iteration of this list has enough Initiative cards included to ensure we can consistently see it in the early or mid game and running the remaining worst versions of those cards is not worth leaving ourselves open to removal.\n"}]}
Burn/Drain
Alexios, Deimos of Kosmos
Trample
Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
Legendary Creature - Human Berserker

Twilight Prophet
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Creature - Vampire Cleric

Burn/Drain
(CTRL to add secondary)
Draw
Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

Court of Locthwain
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.
At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.
Enchantment

Inspiring Refrain
Draw two cards. Exile Inspiring Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Plargg and Nassari
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
Legendary Creature - Orc Efreet

Draw
(CTRL to add secondary)
Evasion
Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God

Evasion
(CTRL to add secondary)
Haste
Ring of Valkas
Equipped creature has haste. (It can attack and no matter when it came under your control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Haste
(CTRL to add secondary)
Initiative
Bloodboil Sorcerer
When this creature enters, you take the initiative.
Crown of Madness — , Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Crown of Madness — , Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature - Human Shaman Sorcerer

Caves of Chaos Adventurer
Trample
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
Creature - Human Barbarian

Dungeoneer's Pack
This artifact enters tapped.
, , Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
, , Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Artifact

Loot Dispute
When this enchantment enters, you take the initiative and create a Treasure token.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
Enchantment

Ravenloft Adventurer
When this creature enters, you take the initiative.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
Creature - Human Rogue Assassin

Rilsa Rael, Kingpin
Deathtouch
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
Legendary Creature - Human Rogue

Sarevok's Tome
When this artifact enters, you take the initiative.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Artifact - Book

Tomb of Horrors Adventurer
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Creature - Elf Monk

Initiative
(CTRL to add secondary)
Land
Minas Morgul, Dark Fortress
Minas Morgul enters tapped.
: Add .
, : Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
: Add .
, : Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
Legendary Land

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.)
: 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

Land
(CTRL to add secondary)
Protection
Ring of Evos Isle
: Equipped creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Ring of Xathrid
: Regenerate equipped creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's black.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's black.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Protection
(CTRL to add secondary)
Ramp
Generous Plunderer
Menace
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
Creature - Human Rogue

Ramp
(CTRL to add secondary)
Redundancy
Court of Vantress
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
Enchantment

Redundancy
(CTRL to add secondary)
Removal
Suspended Sentence
Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Instant

Removal
(CTRL to add secondary)
Chopping Block
Court of Cunning
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment

From the Catacombs
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery

Jhoira of the Ghitu
, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
Legendary Creature - Human Wizard

Replicating Ring
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
Snow Artifact

Chopping Block
(CTRL to add secondary)
Make Room
Make Room
(CTRL to add secondary)
Maybeboard
Agility Bobblehead
: Add one mana of any color.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Artifact - Bobblehead

Bottomless Vault
This land enters tapped.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
Land

Dreadhorde Invasion
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Enchantment

Dwarven Hold
This land enters tapped.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
Land

Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

K-9, Mark I
Negative — As long as K-9 is untapped, other legendary creatures you control have ward .
Affirmative — , : Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Affirmative — , : Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature Artifact - Dog Robot

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Sand Silos
This land enters tapped.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
, Remove any number of storage counters from this land: Add for each storage counter removed this way.
Land

Security Bypass
Enchant creature
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
Enchantment - Aura

Sheoldred, Whispering One
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
Legendary Creature - Praetor Phyrexian

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":{"card-link":"Obeka, Splitter of Seconds"}},{"insert":" has the very powerful and rarely seen ability to duplicate upkeep triggers. She has some light built-in evasion with Menace, but requires combat damage to be dealt in order to trigger her effect. She is rather open ended in that Grixis allows for a multitude of cards and playstyles to achieve the goal of hitting opponents directly. Grixis colors also provide powerful upkeep trigger effects to drown the table in damage or value.\n\nTo minimize the negative effects of a monolith commander build, I have focused on incremental value through "},{"insert":{"card-link":"Undercity // The Initiative"}},{"insert":" and "},{"insert":{"card-link":"The Monarch"}},{"insert":" with several redundancy pieces to ensure the deck can still win in the case that Obeka is frequently removed, or if I can't ensure Obeka deals damage. If you prefer a more high-risk, high-reward playstyle feel free to cut pieces of redundancy for more protection and damage effects. That will allow you to operate more quickly and efficiently, but if the removal does get through you'll have a difficult time closing the game without Obeka.\n\nPros:\nPowerful group slug effects that continuously push towards a win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Initiative, Monarchy, Enchantments, and Suspended cards are difficult to interact with, which make your strategy resilient."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Obeka allows for modular construction to tailor the deck to your meta. If your pod often plays combo, include more counterspells and high-impact upkeep permanents. If your pod plays grindy decks, add equipment and extra combat cards to increase your speed and aggression."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No other commander quite does what Obeka does, so you'll get to enjoy playing synergistic rarely-seen cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCons:\nYou will struggle to make deals and play politics. Expect to be archenemy once the upkeep effects start rolling and the table takes huge chunks of damage all at once from upkeep triggers and from you continuously slamming creatures for free from the last room of the Underdark."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck requires multiple pieces to work at full power: Obeka, evasion, protection, and upkeep effects. There are times where you may struggle to find one of those pieces."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck takes good judgement and patience to run well. You are often deciding between multiple high cost cards to play each turn and can't have it all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The strongest upkeep effect cards from MTG's history as of today are all over the place when it comes to mana value, and most monarchy and initiative cards hang around 4 cmc. That coupled with Grixis' reliance on artifact ramp means that your curve will often feel a bit awkward with some turns being dead or passing while holding up interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nPlay Patterns:\n \nCurving turn 2 ramp -> Obeka -> Initiative -> Upkeep Enchantment + holding protection \nThis will work the first two to three games only. Expect opponents to hold removal for Obeka, so plan accordingly by playing setup pieces and getting incremental value until the time is right to run out Obeka. \n\nRamp -> Initiative -> Obeka + holding protection -> Upkeep Enchantment\nThe safe play for when you expect immediate removal to come your way.\n\n4 cmc is a real sweet-spot for our list. Most Initiative enablers are 4 mana, as is Obeka herself. In decks that want to curve directly from an engine into their commander, or commander into an engine, it is a major downside to have mana go unused. In our case, we can try to embrace it! One or two open mana becomes essential in setting up our pieces and protecting them so that we can extract maximum value. Just one good hit from Obeka can rocket us far enough ahead that even a board wipe won't stop us from quickly re-establishing a dominant boardstate.\n\nIf you are not expecting early removal, play Obeka first and on the following turn play an upkeep engine so that Obeka can attack to get you value. If you are expecting removal, play your engines first. Taking a turn or two to set up can allow you to still be progressing your board and setting up for an explosive future play while ensuring you don't become the nail that needs to be hammered down first.\n\n\nNotable Exclusions:\n\nX card that grants Shroud - We are leaning hard on Initiative to continuously put +1/+1 counters on Obeka which is a targeted ability and thus does not work if we grant her shroud. There are many additional cards in the deck that allow us to target Obeka for massively beneficial effects (like "},{"insert":{"card-link":"Rilsa Rael, Kingpin"}},{"insert":") that make hexproof a much better option for us over shroud, unless the shroud is a short-term effect (Silver Shroud Costume).\n\n"},{"insert":{"card-link":"Court of Cunning"}},{"insert":" - On its face this card is an cool alternate wincon with Obeka that also costs less than our other courts to play. In practice, this card will draw a lot of aggression in casual pods and will enable graveyard strategies for opponents that need it. It is also likely to be the only card in the deck enacting a mill strategy and it is only worth having if it can stick to the field for the duration of the game.\n\n"},{"insert":{"card-link":"Court of Ire"}},{"insert":" - A bit over-costed at 5 cmc and it only deals damage to a single target. For this list, every one or two open blue mana becomes very important to protect our pieces. We would rather run lower to the ground enchantments to leave up mana for protection, counterspells, and evasion, and enchantments that hit the entire table rather than a single creature or player.\n\n"},{"insert":{"card-link":"Hatred"}},{"insert":" - This card is too sharp of a double edged sword. When played early, this lets you snipe one player out of the game. When played late, and with some setup, you can suddenly avalanche into 20+ upkeep triggers to win on the spot. That is incredibly powerful, but will make you an immediate public enemy and the single player removal is often unnecessary when the rest of our deck excels at table removal through group slug. This can be an excellent card to close out the game for a win, but your pod will begin planning for it in future games whether you have it in your hand or not which makes it a serious liability towards playing a meaningful game. This is one for the bracket 4 lists.\n\n"},{"insert":{"card-link":"Mechanized Production"}},{"insert":" - This struggles on the basis of optics. When an alternate wincon like this hits the table, it draws eyes. Similarly to Hatred, once the table sees this win the game once they will be reluctant to ever leave you alone in the early game. Being able to win immediately after Obeka connects is pretty sweet, but it will be more reliable in a build focused on Voltron and extra combats to ensure she hits hard enough to make the 8+ copies necessary immediately.\n\n"},{"insert":{"card-link":"Rousing Refrain"}},{"insert":" - Inspiring Refrain is an all-star in this deck, which has me continuously coming back to Rousing Refrain and being disappointed. It's a powerful effect, and you can have turns where it goes off multiple times for an explosion of mana. This list simply doesn't have much to do with it. We are more content chugging along with incremental value and cheating creatures via The Underdark.\n\nX card with Take the Initiative - Many cards in Grixis with Take the Initiative are rather mediocre, but the mechanic is so powerful and consistent with Obeka that we are willing to include them. What we can't afford to include, however, are Initiative cards that are 5+ mana or are too situational. The current iteration of this list has enough Initiative cards included to ensure we can consistently see it in the early or mid game and running the remaining worst versions of those cards is not worth leaving ourselves open to removal.\n"}]}




































































































































