400 views55 days ago
Commander
Size: 100Salt sum: 35.54
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Max@Arkanes.net

400 views55 days ago
Commander
Size: 100Salt sum: 35.54

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{"ops":[{"attributes":{"italic":true},"insert":"v1.1.04 2026/07/10"},{"insert":"\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"A casual bracket 2 Madame Vastra deck built without her dedicated partner, focused on creatures that want to be blocked, force awkward combat, and turn those blocks into value. The deck leans into obscure old cards, lure effects, combat tricks, and protective oddities to make attacking feel like a Victorian crime scene: someone blocks, someone dies, and Vastra hopefully walks away with clues and snacks."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nMadame Vastra Wants to Be Blocked"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nDeck Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a casual bracket 2 Madame Vastra deck built deliberately without her dedicated partner. The goal is not to make the cleanest Simic value deck possible. The goal is to build a strange little combat machine where attacking is an invitation, blocking is a mistake, and Madame Vastra investigates the aftermath with a clue in one hand and a snack in the other.\nThe deck is built around creatures and effects that either want to be blocked, force blocks, or turn awkward combat into card advantage. It uses a lot of older, obscure, slightly clunky cards on purpose. Cards like Chambered Nautilus, Drelnoch, Saprazzan Heir, Tolarian Entrancer, Tempting Licid, Venom, Dead-Iron Sledge and Angel’s Trumpet are part of the deck’s identity. This is a deck about weird combat text boxes doing weird combat things.\nMadame Vastra is the centerpiece because she must be blocked if able and rewards combat deaths with Clue and Food tokens. The deck tries to set up situations where opponents are forced to block her or another creature, lose something in combat, and let the deck convert that exchange into value.\n\nPower Level and Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is meant to be a bracket 2 deck: casual, flavorful, interactive, and intentionally imperfect. It is not trying to lock the table, combo off, or become a highly optimized Simic engine.\nThe deck has some powerful cards, such as Dolmen Gate, Heroic Intervention, Defense of the Heart, Stonehoof Chieftain, but the overall shell is deliberately unusual and slower than a tuned combat deck. Many cards are included because they fit the theme better than because they are the most efficient option available.\nThe deck should feel like a Victorian crime scene with too many suspects, too many knives, and a suspiciously calm lizard detective.\n\nMain Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck generally wants to do four things:\nPlay Madame Vastra or another creature that benefits from being blocked."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use lure effects or forced-block effects to make combat awkward."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect your attacking creature or make blocking it costly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn combat deaths into value, cards, tokens, or board advantage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Madame Vastra naturally forces blocks, but she needs help to make those blocks profitable. She is only a 3/3, so the deck uses equipment, combat tricks, deathtouch-style effects, protection pieces, and lure effects to turn her attacks into actual exchanges.\nThe ideal turn is not necessarily a clean kill. The ideal turn is an ugly attack where opponents are forced to block, their creatures die, yours survive, and you walk away with Clues, Food, cards, or a stolen creature.\n\n“Must Be Blocked” Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the heart of the deck.\nCards like Lure, Nemesis Mask, Shinen of Life’s Roar, Tempting Licid, Satyr Piper, Compelled Duel, Irresistible Prey, Roar of Challenge and Seton’s Desire help force opponents into blocking.\nThese cards allow the deck to choose when combat becomes a problem for the table. Sometimes the target is Madame Vastra herself, especially when she can survive or kill the blocker. Sometimes the target is a creature that actively rewards being blocked, such as Saprazzan Heir, Drelnoch, Chambered Nautilus or Tolarian Entrancer.\nThe deck is at its best when a forced block becomes more than a trade. It becomes card draw, creature theft, removal, or a pile of tokens.\n\n“Want to Be Blocked” Creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays several creatures that reward opponents for blocking them in the worst possible way.\nSaprazzan Heir and Drelnoch can draw cards when blocked. Chambered Nautilus taxes blockers by bouncing the blocking creature. Tolarian Entrancer can steal creatures it damages. Elven Warhounds can put blockers on top of their owner’s library. Sylvan Basilisk and Engulfing Slagwurm punish creatures that block them in more direct and violent ways.\nThese cards are not always efficient by modern Commander standards, but they create exactly the kind of strange tactical puzzle this deck wants. They make combat feel uncomfortable for opponents. They also make the deck feel very different from a normal Simic value deck.\n\nProtection and Survival"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Because the deck wants to attack into blocks, protection is essential.\nDolmen Gate is one of the best cards in the deck. It allows your attacking creatures to survive combat damage, which makes lure effects much safer. Lightning Greaves and Swiftfoot Boots protect key creatures and help Madame Vastra attack immediately. Heroic Intervention, Blossoming Defense, Counterspell and Negate help protect important pieces from removal.\nCunning Evasion is especially cute here because it can return blocked creatures to your hand, letting you reuse strange creatures and avoid bad trades. Blinding Powder, General’s Kabuto, Ebony Horse, Gaseous Form and similar cards are included more for theme and odd utility than raw efficiency, but they support the deck’s old-card toolbox feeling.\nThe deck is not trying to be invincible. It is trying to survive the combat phase long enough for the nonsense to matter.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck draws cards in several different ways.\nBident of Thassa, Coastal Piracy and Reconnaissance Mission reward combat damage. Deepfathom Skulker does something similar while also offering a way to make creatures harder to block when needed. Infiltration Lens is very on-theme, since opponents blocking the equipped creature gives you two cards.\nDrelnoch, Saprazzan Heir and Chambered Nautilus are more flavorful card advantage pieces because they reward the exact behavior the deck wants to provoke.\nBenefactor’s Draught is one of the funniest cards in the deck. In the right combat step, it can untap a whole mess of creatures and draw a surprising number of cards. It turns a chaotic combat phase into a small investigation report.\nThe deck does not draw as cleanly as a more optimized Simic deck, but that is intentional. The card advantage is supposed to come from combat becoming weird.\n\nRemoval and Combat-Based Control"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck does not play a huge amount of traditional removal. Instead, many removal effects are tied to combat.\nDead-Iron Sledge, Venom, Sylvan Basilisk and Engulfing Slagwurm turn blocking into death. Beast Within and Rapid Hybridization are the cleanest emergency answers. Counterspell and Negate can stop dangerous noncreature threats or protect key turns.\nThe deck often wants opponents’ creatures to remain on the battlefield until combat, because creatures are fuel for the deck’s main engine. Removing everything too early can actually make the deck worse. This is why the deck prefers combat manipulation and punishment over simply killing everything on sight.\n\nRamp and Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays a fairly normal Simic ramp package: Sol Ring, Arcane Signet, Simic Signet, Talisman of Curiosity, Rampant Growth, Farseek, Nature’s Lore, Cultivate, Sakura-Tribe Elder and Planar Genesis.\nThe deck needs this because many of its cards are clunky, old, or mana-hungry. Some of the most important payoff cards cost five or more mana, and the deck often wants to cast a creature plus a protection spell or lure effect in the same turn.\nThe mana base is functional rather than flashy, with a mix of dual lands, basics, fetch-style lands, cycling lands and a few utility lands. Maze of Ith is particularly useful because it can protect an attacking or blocking creature in awkward combat situations.\n\nKey Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Madame Vastra"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The commander and main reason the deck exists. She forces blocks and rewards combat deaths with Clue and Food tokens. She is not huge on her own, so the deck tries to make her attacks safer and more profitable.\nNemesis Mask"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the cleanest enablers in the deck. It turns any creature into a lure creature and creates massive combat pressure.\nDolmen Gate"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A crucial protection piece. The deck wants to attack into danger, and Dolmen Gate makes that much less suicidal.\nInfiltration Lens"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Perfectly on-theme. Opponents are already being pressured into blocking, and this turns their blocks into card draw.\nDead-Iron Sledge"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Very awkward, very old-school, and very funny. It makes blocking or being blocked extremely dangerous.\nAngel’s Trumpet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A strange political pressure piece. It encourages combat and punishes players who keep creatures back. It fits the deck’s philosophy of making the combat step uncomfortable.\nEngulfing Slagwurm"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A big payoff for the deck’s plan. If creatures are forced to block it, they are usually going to disappear, and you gain life in the process.\nTolarian Entrancer"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the most flavorful cards in the deck. It turns combat damage to creatures into theft, which makes forced blocks much more interesting.\nStonehoof Chieftain"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The big dramatic finisher. Giving attacking creatures indestructible and trample can turn a messy board into a decisive combat step.\n\nHow to Mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand usually has:\nThree lands or two lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"One early ramp spell or mana rock."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"At least one creature or setup piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some way to either protect Madame Vastra or make combat profitable."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Hands with only expensive payoff creatures and no ramp are usually too slow. Hands with lure effects but no creature worth targeting can also be awkward. The deck wants setup, then combat pressure, then payoff.\nThe best early turns are usually spent ramping and preparing protection. Madame Vastra does not always need to come down as soon as possible. Sometimes it is better to wait until you can attack safely or protect her from removal.\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck creates unusual combat situations.\nIt punishes opponents for making normal blocks.\nIt has a strong and memorable theme.\nIt can generate value from combat without relying on conventional Simic engines.\nIt uses many cards opponents will not have seen in years, if ever.\nIt can turn one strange attack into a very memorable table moment.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can be slow.\nSome cards need opponents to have creatures.\nSome cards need opponents to block in specific ways.\nMadame Vastra needs help to actually kill blockers.\nThe deck can struggle if opponents remove key protection pieces.\nVery fast decks can get ahead before the combat engine is online.\nToken decks and sacrifice decks can sometimes feed you bad blockers while keeping their important creatures safe.\nThis is not a deck built for efficiency. It is built for weird combat texture.\n\nWhy No Partner?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck intentionally plays Madame Vastra without her dedicated partner. This keeps the deck cleaner thematically and mechanically. Instead of becoming a broader Doctor Who value shell, it focuses entirely on Madame Vastra herself and the strange little subtheme of wanting to be blocked.\nThe missing partner is not a mistake. It is a choice.\n\nClosing Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Madame Vastra Wants to Be Blocked is a casual, flavorful, combat-focused Simic deck about making blocking decisions miserable. It plays old cards, strange cards, and cards that look bad until the combat step turns into a crime scene.\nThe deck is not trying to be the strongest version of Madame Vastra. It is trying to be the most Madame Vastra version of Madame Vastra: elegant, dangerous, investigative, and surrounded by suspicious evidence.\n\n"},{"attributes":{"italic":true},"insert":"Note: This primer was written with the assistance of AI, based on my own decklist, gameplay goals, card choices, and personal description of the deck’s intended playstyle."},{"insert":"\n"}]}

Commander

Qty: 1 Price: $0.49
Madame Vastra
Partner with Jenny Flint (When this creature enters, target player may put Jenny Flint into their hand from their library, then shuffle.)
Madame Vastra must be blocked if able.
Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token.
Legendary Creature - Lizard Detective
Madame Vastra (who) 142

Commander

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Draw/CA

Qty: 9 Price: $57.32
Benefactor's Draught
Untap all creatures. Until end of turn, whenever a creature an opponent controls blocks, draw a card.
Draw a card.
Instant
Benefactor's Draught (c16) 21
Bident of Thassa
Whenever a creature you control deals combat damage to a player, you may draw a card.
,
: Creatures your opponents control attack this turn if able.
Legendary Artifact Enchantment
Bident of Thassa (pths) 42★
Coastal Piracy
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment
Coastal Piracy (acr) 187
Deepfathom Skulker
Devoid (This card has no color.)
Whenever a creature you control deals combat damage to a player, you may draw a card.
: Target creature can't be blocked this turn. (
represents colorless mana.)
Creature - Eldrazi
Deepfathom Skulker (pogw) 43
Defense of the Heart
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
Enchantment
Defense of the Heart (plst) ULG-100
Fabricate
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Sorcery
Fabricate (40k) 181
Infiltration Lens
Whenever equipped creature becomes blocked by a creature, you may draw two cards.
Equip
Artifact - Equipment
Infiltration Lens (som) 167
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (40k) 193★
Uncage the Menagerie
Search your library for up to X creature cards with different names that each have mana value X, reveal them, put them into your hand, then shuffle.
Sorcery
Uncage the Menagerie (hou) 137

Draw/CA

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Gestion

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Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (pw23) 3
Bow of Nylea
Attacking creatures you control have deathtouch.
,
: Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment
Bow of Nylea (ths) 153
Dead-Iron Sledge
Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Dead-Iron Sledge (mrd) 162
Insidious Fungus
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Creature - Fungus
Insidious Fungus (dsk) 321
Pawpatch Formation
Choose one —
• Destroy target creature with flying.
• Destroy target enchantment.
• Draw a card. Create a Food token. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Instant
Pawpatch Formation (blb) 186
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (c21) 126
Venom
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.
Enchantment - Aura
Venom (5ed) 336
Viridian Longbow
Equipped creature has "
: This creature deals 1 damage to any target."
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Viridian Longbow (mrd) 270

Gestion

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Land

Qty: 37 Price: $140.23
Botanical Sanctum
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Botanical Sanctum (otj) 301
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (gtc) 240
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (pip) 360
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (vow) 262
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (pip) 791
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (eld) 244
Forest
(
: Add
.)
Basic Land - Forest
Forest (one) 266
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (pip) 267
Island
(
: Add
.)
Basic Land - Island
Island (one) 263
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (mh1) 242
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mm3) 240
Simic Growth Chamber
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Simic Growth Chamber (ima) 249
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (rvr) 287
Temple of Mystery
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Mystery (pip) 522
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (pip) 313
Thornwood Falls
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Thornwood Falls (ema) 246
Tranquil Thicket
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Thicket (m3c) 398
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Vineglimmer Snarl (m3c) 405
Waterlogged Grove
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Waterlogged Grove (who) 534
Willowrush Verge
: Add
.
: Add
. Activate only if you control a Forest or an Island.
Land
Willowrush Verge (dft) 375
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (c19) 287

Land

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Must be blocked

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Alluring Scent
All creatures able to block target creature this turn do so.
Sorcery
Alluring Scent (plst) ME4-141
Angel's Trumpet
All creatures have vigilance.
At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
Artifact
Angel's Trumpet (ulg) 121
Compelled Duel
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Sorcery
Compelled Duel (afr) 178
Irresistible Prey
Target creature must be blocked this turn if able.
Draw a card.
Sorcery
Irresistible Prey (cn2) 183
Lure
Enchant creature
All creatures able to block enchanted creature do so.
Enchantment - Aura
Lure (ima) 175
Nemesis Mask
All creatures able to block equipped creature do so.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Nemesis Mask (dst) 134
Noble Quarry
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
All creatures able to block this creature or enchanted creature do so.
Enchanted creature gets +1/+1.
Creature Enchantment - Unicorn
Noble Quarry (bng) 130
Roar of Challenge
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Sorcery
Roar of Challenge (ktk) 145
Satyr Piper
: Target creature must be blocked this turn if able.
Creature - Rogue Satyr
Satyr Piper (ths) 175
Shinen of Life's Roar
All creatures able to block this creature do so.
Channel —
, Discard this card: All creatures able to block target creature this turn do so.
Creature - Spirit
Shinen of Life's Roar (sok) 149
Tempting Licid
,
: This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay
to end this effect.
All creatures able to block enchanted creature do so.
Creature - Licid
Tempting Licid (sth) 122
The Masamune
As long as equipped creature is attacking, it has first strike and must be blocked if able.
Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time."
Equip
Legendary Artifact - Equipment
The Masamune (fin) 353

Must be blocked

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Protection

Qty: 13 Price: $106.74
Blossoming Defense
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Blossoming Defense (ecl) 167
Counterspell
Counter target spell.
Instant
Counterspell (dmr) 457
Cunning Evasion
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Enchantment
Cunning Evasion (mh1) 45
Dolmen Gate
Prevent all combat damage that would be dealt to attacking creatures you control.
Artifact
Dolmen Gate (plst) LRW-256
Foxfire
Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Draw a card at the beginning of the next turn's upkeep.
Instant
Foxfire (ice) 238
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 456
Negate
Counter target noncreature spell.
Instant
Negate (m20) 69
Overprotect
Target creature you control gets +3/+3 and gains trample, hexproof, and indestructible until end of turn.
Instant
Overprotect (blb) 185
Resurrection Orb
Equipped creature has lifelink.
Whenever equipped creature dies, return that card to the battlefield under its owner's control at the beginning of the next end step.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Resurrection Orb (40k) 165★
Saryth, the Viper's Fang
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
,
: Untap another target creature or land you control.
Legendary Creature - Human Warlock
Saryth, the Viper's Fang (mid) 197
Stonehoof Chieftain
Trample, indestructible
Whenever another creature you control attacks, it gains trample and indestructible until end of turn.
Creature - Warrior Centaur
Stonehoof Chieftain (c16) 25
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.)
Artifact - Equipment
Swiftfoot Boots (clb) 339

Protection

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Ramp

Qty: 10 Price: $88.70
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (pip) 356
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (pw23) 6
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (rvr) 138
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (p02) 135
Planar Genesis
Look at the top four cards of your library. You may put a land card from among them onto the battlefield tapped. If you don't, put a card from among them into your hand. Put the rest on the bottom of your library in a random order.
Instant
Planar Genesis (mh3) 198
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (2x2) 155
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (plg24) 1
Simic Signet
,
: Add
.
Artifact
Simic Signet (rvr) 269
Sol Ring
: Add
.
Artifact
Sol Ring (cmm) 703
Talisman of Curiosity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Curiosity (sld) 1061

Ramp

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Want to be blocked

Qty: 10 Price: $13.94
Chambered Nautilus
Whenever this creature becomes blocked, you may draw a card.
Creature - Beast Nautilus
Chambered Nautilus (mmq) 64
Crypsis
Target creature you control gains protection from creatures your opponents control until end of turn. Untap it.
Instant
Crypsis (bng) 34
Drelnoch
Whenever this creature becomes blocked, you may draw two cards.
Creature - Mutant Yeti
Drelnoch (csp) 32
Elven Warhounds
Whenever this creature becomes blocked by a creature, put that creature on top of its owner's library.
Creature - Dog
Elven Warhounds (tmp) 225
Engulfing Slagwurm
Whenever this creature blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature's toughness.
Creature - Wurm
Engulfing Slagwurm (som) 118
Saprazzan Heir
Whenever this creature becomes blocked, you may draw three cards.
Creature - Merfolk
Saprazzan Heir (mmq) 99
Slith Strider
Whenever this creature becomes blocked, draw a card.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature - Slith
Slith Strider (mrd) 50
Stormsurge Kraken
Hexproof
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature becomes blocked, you may draw two cards."
Creature - Kraken
Stormsurge Kraken (c14) 18
Sylvan Basilisk
Whenever this creature becomes blocked by a creature, destroy that creature.
Creature - Basilisk
Sylvan Basilisk (10e) 301
Tolarian Entrancer
Whenever this creature becomes blocked by a creature, gain control of that creature at end of combat.
Creature - Human Wizard
Tolarian Entrancer (wth) 56

Want to be blocked

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
24 pips - 18 cards
24 mana - 24 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
41 pips - 33 cards
28 mana - 28 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"italic":true},"insert":"v1.1.04 2026/07/10"},{"insert":"\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"A casual bracket 2 Madame Vastra deck built without her dedicated partner, focused on creatures that want to be blocked, force awkward combat, and turn those blocks into value. The deck leans into obscure old cards, lure effects, combat tricks, and protective oddities to make attacking feel like a Victorian crime scene: someone blocks, someone dies, and Vastra hopefully walks away with clues and snacks."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nMadame Vastra Wants to Be Blocked"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nDeck Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a casual bracket 2 Madame Vastra deck built deliberately without her dedicated partner. The goal is not to make the cleanest Simic value deck possible. The goal is to build a strange little combat machine where attacking is an invitation, blocking is a mistake, and Madame Vastra investigates the aftermath with a clue in one hand and a snack in the other.\nThe deck is built around creatures and effects that either want to be blocked, force blocks, or turn awkward combat into card advantage. It uses a lot of older, obscure, slightly clunky cards on purpose. Cards like Chambered Nautilus, Drelnoch, Saprazzan Heir, Tolarian Entrancer, Tempting Licid, Venom, Dead-Iron Sledge and Angel’s Trumpet are part of the deck’s identity. This is a deck about weird combat text boxes doing weird combat things.\nMadame Vastra is the centerpiece because she must be blocked if able and rewards combat deaths with Clue and Food tokens. The deck tries to set up situations where opponents are forced to block her or another creature, lose something in combat, and let the deck convert that exchange into value.\n\nPower Level and Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is meant to be a bracket 2 deck: casual, flavorful, interactive, and intentionally imperfect. It is not trying to lock the table, combo off, or become a highly optimized Simic engine.\nThe deck has some powerful cards, such as Dolmen Gate, Heroic Intervention, Defense of the Heart, Stonehoof Chieftain, but the overall shell is deliberately unusual and slower than a tuned combat deck. Many cards are included because they fit the theme better than because they are the most efficient option available.\nThe deck should feel like a Victorian crime scene with too many suspects, too many knives, and a suspiciously calm lizard detective.\n\nMain Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck generally wants to do four things:\nPlay Madame Vastra or another creature that benefits from being blocked."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use lure effects or forced-block effects to make combat awkward."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect your attacking creature or make blocking it costly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn combat deaths into value, cards, tokens, or board advantage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Madame Vastra naturally forces blocks, but she needs help to make those blocks profitable. She is only a 3/3, so the deck uses equipment, combat tricks, deathtouch-style effects, protection pieces, and lure effects to turn her attacks into actual exchanges.\nThe ideal turn is not necessarily a clean kill. The ideal turn is an ugly attack where opponents are forced to block, their creatures die, yours survive, and you walk away with Clues, Food, cards, or a stolen creature.\n\n“Must Be Blocked” Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the heart of the deck.\nCards like Lure, Nemesis Mask, Shinen of Life’s Roar, Tempting Licid, Satyr Piper, Compelled Duel, Irresistible Prey, Roar of Challenge and Seton’s Desire help force opponents into blocking.\nThese cards allow the deck to choose when combat becomes a problem for the table. Sometimes the target is Madame Vastra herself, especially when she can survive or kill the blocker. Sometimes the target is a creature that actively rewards being blocked, such as Saprazzan Heir, Drelnoch, Chambered Nautilus or Tolarian Entrancer.\nThe deck is at its best when a forced block becomes more than a trade. It becomes card draw, creature theft, removal, or a pile of tokens.\n\n“Want to Be Blocked” Creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays several creatures that reward opponents for blocking them in the worst possible way.\nSaprazzan Heir and Drelnoch can draw cards when blocked. Chambered Nautilus taxes blockers by bouncing the blocking creature. Tolarian Entrancer can steal creatures it damages. Elven Warhounds can put blockers on top of their owner’s library. Sylvan Basilisk and Engulfing Slagwurm punish creatures that block them in more direct and violent ways.\nThese cards are not always efficient by modern Commander standards, but they create exactly the kind of strange tactical puzzle this deck wants. They make combat feel uncomfortable for opponents. They also make the deck feel very different from a normal Simic value deck.\n\nProtection and Survival"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Because the deck wants to attack into blocks, protection is essential.\nDolmen Gate is one of the best cards in the deck. It allows your attacking creatures to survive combat damage, which makes lure effects much safer. Lightning Greaves and Swiftfoot Boots protect key creatures and help Madame Vastra attack immediately. Heroic Intervention, Blossoming Defense, Counterspell and Negate help protect important pieces from removal.\nCunning Evasion is especially cute here because it can return blocked creatures to your hand, letting you reuse strange creatures and avoid bad trades. Blinding Powder, General’s Kabuto, Ebony Horse, Gaseous Form and similar cards are included more for theme and odd utility than raw efficiency, but they support the deck’s old-card toolbox feeling.\nThe deck is not trying to be invincible. It is trying to survive the combat phase long enough for the nonsense to matter.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck draws cards in several different ways.\nBident of Thassa, Coastal Piracy and Reconnaissance Mission reward combat damage. Deepfathom Skulker does something similar while also offering a way to make creatures harder to block when needed. Infiltration Lens is very on-theme, since opponents blocking the equipped creature gives you two cards.\nDrelnoch, Saprazzan Heir and Chambered Nautilus are more flavorful card advantage pieces because they reward the exact behavior the deck wants to provoke.\nBenefactor’s Draught is one of the funniest cards in the deck. In the right combat step, it can untap a whole mess of creatures and draw a surprising number of cards. It turns a chaotic combat phase into a small investigation report.\nThe deck does not draw as cleanly as a more optimized Simic deck, but that is intentional. The card advantage is supposed to come from combat becoming weird.\n\nRemoval and Combat-Based Control"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck does not play a huge amount of traditional removal. Instead, many removal effects are tied to combat.\nDead-Iron Sledge, Venom, Sylvan Basilisk and Engulfing Slagwurm turn blocking into death. Beast Within and Rapid Hybridization are the cleanest emergency answers. Counterspell and Negate can stop dangerous noncreature threats or protect key turns.\nThe deck often wants opponents’ creatures to remain on the battlefield until combat, because creatures are fuel for the deck’s main engine. Removing everything too early can actually make the deck worse. This is why the deck prefers combat manipulation and punishment over simply killing everything on sight.\n\nRamp and Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays a fairly normal Simic ramp package: Sol Ring, Arcane Signet, Simic Signet, Talisman of Curiosity, Rampant Growth, Farseek, Nature’s Lore, Cultivate, Sakura-Tribe Elder and Planar Genesis.\nThe deck needs this because many of its cards are clunky, old, or mana-hungry. Some of the most important payoff cards cost five or more mana, and the deck often wants to cast a creature plus a protection spell or lure effect in the same turn.\nThe mana base is functional rather than flashy, with a mix of dual lands, basics, fetch-style lands, cycling lands and a few utility lands. Maze of Ith is particularly useful because it can protect an attacking or blocking creature in awkward combat situations.\n\nKey Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Madame Vastra"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The commander and main reason the deck exists. She forces blocks and rewards combat deaths with Clue and Food tokens. She is not huge on her own, so the deck tries to make her attacks safer and more profitable.\nNemesis Mask"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the cleanest enablers in the deck. It turns any creature into a lure creature and creates massive combat pressure.\nDolmen Gate"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A crucial protection piece. The deck wants to attack into danger, and Dolmen Gate makes that much less suicidal.\nInfiltration Lens"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Perfectly on-theme. Opponents are already being pressured into blocking, and this turns their blocks into card draw.\nDead-Iron Sledge"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Very awkward, very old-school, and very funny. It makes blocking or being blocked extremely dangerous.\nAngel’s Trumpet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A strange political pressure piece. It encourages combat and punishes players who keep creatures back. It fits the deck’s philosophy of making the combat step uncomfortable.\nEngulfing Slagwurm"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A big payoff for the deck’s plan. If creatures are forced to block it, they are usually going to disappear, and you gain life in the process.\nTolarian Entrancer"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the most flavorful cards in the deck. It turns combat damage to creatures into theft, which makes forced blocks much more interesting.\nStonehoof Chieftain"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The big dramatic finisher. Giving attacking creatures indestructible and trample can turn a messy board into a decisive combat step.\n\nHow to Mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand usually has:\nThree lands or two lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"One early ramp spell or mana rock."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"At least one creature or setup piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some way to either protect Madame Vastra or make combat profitable."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Hands with only expensive payoff creatures and no ramp are usually too slow. Hands with lure effects but no creature worth targeting can also be awkward. The deck wants setup, then combat pressure, then payoff.\nThe best early turns are usually spent ramping and preparing protection. Madame Vastra does not always need to come down as soon as possible. Sometimes it is better to wait until you can attack safely or protect her from removal.\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck creates unusual combat situations.\nIt punishes opponents for making normal blocks.\nIt has a strong and memorable theme.\nIt can generate value from combat without relying on conventional Simic engines.\nIt uses many cards opponents will not have seen in years, if ever.\nIt can turn one strange attack into a very memorable table moment.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can be slow.\nSome cards need opponents to have creatures.\nSome cards need opponents to block in specific ways.\nMadame Vastra needs help to actually kill blockers.\nThe deck can struggle if opponents remove key protection pieces.\nVery fast decks can get ahead before the combat engine is online.\nToken decks and sacrifice decks can sometimes feed you bad blockers while keeping their important creatures safe.\nThis is not a deck built for efficiency. It is built for weird combat texture.\n\nWhy No Partner?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck intentionally plays Madame Vastra without her dedicated partner. This keeps the deck cleaner thematically and mechanically. Instead of becoming a broader Doctor Who value shell, it focuses entirely on Madame Vastra herself and the strange little subtheme of wanting to be blocked.\nThe missing partner is not a mistake. It is a choice.\n\nClosing Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Madame Vastra Wants to Be Blocked is a casual, flavorful, combat-focused Simic deck about making blocking decisions miserable. It plays old cards, strange cards, and cards that look bad until the combat step turns into a crime scene.\nThe deck is not trying to be the strongest version of Madame Vastra. It is trying to be the most Madame Vastra version of Madame Vastra: elegant, dangerous, investigative, and surrounded by suspicious evidence.\n\n"},{"attributes":{"italic":true},"insert":"Note: This primer was written with the assistance of AI, based on my own decklist, gameplay goals, card choices, and personal description of the deck’s intended playstyle."},{"insert":"\n"}]}
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