29739 views18 days ago
Commander
Size: 100Est cost: $513.64Salt sum: 32.43
Joey_EDHREC
29739 views18 days ago
Commander
Size: 100Est cost: $513.64Salt sum: 32.43
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{"ops":[{"insert":"Decklist from "},{"attributes":{"link":"https://youtu.be/_itzBzddReM?si=Nho2xT5UV_wSqK1-","bold":true},"insert":"Commander at Home"},{"insert":" and "},{"attributes":{"link":"https://youtu.be/_itzBzddReM?si=Nho2xT5UV_wSqK1-","bold":true},"insert":"EDHijinks"},{"attributes":{"bold":true},"insert":" "},{"insert":"\nMore details in "},{"attributes":{"link":"https://youtu.be/Ke8pWPyXZx4?si=F4LowPzM5u5th2Oq","bold":true},"insert":"this video"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why This Commander?"},{"insert":"\n"},{"insert":{"card-link":"Winter, Cynical Opportunist"}},{"insert":" is astonishingly underrated. He was largely written off as \"worse "},{"insert":{"card-link":"Meren of Clan Nel Toth"}},{"insert":"\" because he revives things with finality counters, so if they die, they're exiled for good, and you can't repeatedly get them back. \nTurns out, that doesn't matter! Winter does something no other Golgari commander can do: this is Reanimation, but for artifacts and enchantments, too! When you're reviving "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":" or "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" as early as turn 4, you're feeling pretty good. And even if those things "},{"attributes":{"italic":true},"insert":"do "},{"insert":"get removed later, the benefits they bring you in the short term will have helped carry you so far forward already that you'll still be way ahead of your enemies while they're still trying to establish their engines. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"How's it Play?"},{"insert":"\nWinter is best understood as a \"tempo/midrange\" commander. He gets out to an early lead, and many of the cards you revive will dismantle enemy boards, from "},{"insert":{"card-link":"Vile Mutilator"}},{"insert":" to "},{"insert":{"card-link":"Noxious Gearhulk"}},{"insert":". At first, "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":" might look like a nonbo, since it has a 'cast' trigger that we'll never use, but its attack trigger is what we care about, and that pace of gameplay perfectly exemplifies the usual cadence of a Winter deck and how it seeks to play every turn. These types of cards will keep your opponents on the back foot and give you the chance to get in some strong early damage. If you can keep them from ever fully assembling their plan, you'll secure the game. \n\nThe best opening hands will contain some form of steady self-mill effect (such as "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":") to maintain a consistent velocity of graveyard options over the course of the game, or one of the many "},{"insert":{"card-link":"Malevolent Rumble"}},{"insert":" or "},{"insert":{"card-link":"Cache Grab"}},{"insert":" style cards in the list, which provide a burst of cards for Winter to choose from. These help you find your lands, get Winter in play ASAP, and immediately revive important targets. "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" and "},{"insert":{"card-link":"The World Spell"}},{"insert":" are personal early favorites, since they'll amass more and more value. \n\nWinter can fill up the graveyard himself, so getting him out early is awesome, though ideally, I prefer to deploy him on a turn where I know for sure I'll be able to use the Delirium effect to revive a big target on the end step. Instants, sorceries, and lands in the graveyard are super easy to consume. Some examples of ideal Delirium triggers:\nExiling "},{"insert":{"card-link":"Midnight Tilling"}},{"insert":", a Forest, and "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":" to get back the Battlesphere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exiling "},{"insert":{"card-link":"Millikin"}},{"insert":", "},{"insert":{"card-link":"Mulch"}},{"insert":", and "},{"insert":{"card-link":"Asceticism"}},{"insert":" to get back the Asceticism."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exiling "},{"insert":{"card-link":"Vault of Whispers"}},{"insert":" and "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":" to get back the Demolisher. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMost of the important targets in the deck are 7+ mana, but some of the 3-5 mana spells will help grease the wheels and ease the deck's transitions into the later stages of the game. "},{"insert":{"card-link":"Bear Umbra"}},{"insert":" has proven immensely helpful to protect the commander and help with mana. "},{"insert":{"card-link":"Matzalantli, the Great Door // The Core"}},{"insert":" helps discard our threats into the yard where they'll be easier to deploy. "},{"insert":{"card-link":"Amzu, Swarm's Hunger"}},{"insert":" often creates 7/7s and 8/8s that will assist in the beatdown. Extra reanimation assistance from "},{"insert":{"card-link":"Rise of the Witch-king"}},{"insert":" and "},{"insert":{"card-link":"Squirming Emergence"}},{"insert":" has also come in handy on many occasions. \n\nBy the time we're hoping to close the game out, cards like "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":", "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", "},{"insert":{"card-link":"Polluted Cistern // Dim Oubliette"}},{"insert":", "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", and "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" help lay the groundwork for our victory. Don't underestimate the power of commander damage, either; "},{"insert":{"card-link":"Treefolk Umbra"}},{"insert":" makes Winter hit for 7 each time! I'm also a tentative fan of "},{"insert":{"card-link":"Rampant Frogantua"}},{"insert":" to help us when we've taken down 1 or 2 enemies and need a super funny way to KO the 3rd. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What to Watch Out For..."},{"insert":"\nWinter draws early attention, which can be a problem, but more importantly, it has a limited amount of runway; while other decks get exponentially better as the game goes long, Winter will hit diminishing returns. This is both because of a shrinking pool of cards to revive, but also just because of the nature of reanimation; cheating around mana costs is more meaningful in the earlier stages of gameplay. Destabilize your opponents by keeping them on the back foot, and get in every bit of damage you can. Prioritize KO'ing control and lifegain strats in particular. You need to prevent enemies from picking up steam, because you'll only have so much of it. yourself. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Decking yourself is a real danger. I've played at least 5 games where I got down to an entirely empty library or like, 2 cards left. "},{"insert":{"card-link":"Out of the Tombs"}},{"insert":" or a card like "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" could save your life. I'm tinkering around with more of these effects and recommend you do so too. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The finality counters don't matter. I know it feels like they should, or like we ought to play some cards that will get rid of the finality counters, but in truth, they just don't matter that much. "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" is great because it only takes up a land slot, but it's not a regular worry. If someone does kill our 7-drop, we don't need to devote cards and time to getting that same thing back, we can just get a different 7-drop instead and continue to clobber. Protection like "},{"insert":{"card-link":"Kaya's Ghostform"}},{"insert":" and "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" helps us hold our position a lot more often. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Balancing the card types is "},{"attributes":{"italic":true},"insert":"very "},{"insert":"difficult in this type of deck. I find the most difficulty keeping the Sorcery count high, personally. Some of the best cards you'll want to revive are only 1 type, which isn't a problem in isolation, but is a problem in gameplay when you only have 3 total types in your yard. Continue to experiment with the balance of types to find the right ratios."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MVP Cards & Coolest Tricks"},{"insert":"\n"},{"insert":{"card-link":"Polluted Cistern // Dim Oubliette"}},{"insert":" and "},{"insert":{"card-link":"Colossal Grave-Reaver"}},{"insert":" are the best cards in the deck by a mile. Cistern melts life totals so fast, since this deck mills chunks of cards sometimes 3 or 4 times a turn, and Grave-Reaver takes just as much advantage of that, too. It's especially funny when Grave-Reaver reanimates a creature like "},{"insert":{"card-link":"Necron Deathmark"}},{"insert":" which "},{"attributes":{"italic":true},"insert":"also "},{"insert":"mills some more, chaining into more and more creatures. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":" is known to be bonkers, but he's got an unexpectedly cool trick in this deck. Winter says you exile "},{"attributes":{"italic":true},"insert":"any number "},{"insert":"of cards from your graveyard, as long as you have at least 4 cards types among them. Winter can exile your "},{"attributes":{"italic":true},"insert":"entire "},{"insert":"graveyard for Konrad to witness a bunch of creatures leaving your yard and dealing a final flurry of damage. It's a hilarious surprise to get in the final points of damage at the end of the game. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"You Look Upon the Tarrasque"}},{"insert":" is nuts with a deathtouch commander. Winter becomes a 7-power deathtoucher that all creatures must block. That's a 1-sided board wipe, and it lets the rest of your creatures through for potentially lethal while you're at it. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI apparently can't get enough of Golgari card-type-matters strategies; my beloved "},{"insert":{"card-link":"Baba Lysaga, Night Witch"}},{"insert":" cares about the "},{"attributes":{"italic":true},"insert":"cheap "},{"insert":"multi-type cards, and now Winter helps me care about them "},{"attributes":{"italic":true},"insert":"expensive "},{"insert":"ones. The deck's a blast, hope you enjoy! \n\n"}]}
Commander
Winter, Cynical Opportunist
Deathtouch
Whenever Winter attacks, mill three cards.
Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
Whenever Winter attacks, mill three cards.
Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
Legendary Creature - Human Warlock

Commander
(CTRL to add secondary)
Artifact
Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Artifact
(CTRL to add secondary)
Battle
Battle
(CTRL to add secondary)
Creature
Amzu, Swarm's Hunger
Flying, menace
Other Insects you control have menace.
Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
Other Insects you control have menace.
Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
Legendary Creature - Shaman Insect

Myr Battlesphere
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Creature Artifact - Construct Myr

Old Rutstein
When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Legendary Creature - Human Peasant

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

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

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

Town Greeter
When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.)
Creature - Human Citizen

Ursine Monstrosity
Trample
At the beginning of combat on your turn, mill a card and choose an opponent at random. This creature attacks that player this combat if able. Until end of turn, this creature gains indestructible and gets +1/+1 for each card type among cards in your graveyard.
At the beginning of combat on your turn, mill a card and choose an opponent at random. This creature attacks that player this combat if able. Until end of turn, this creature gains indestructible and gets +1/+1 for each card type among cards in your graveyard.
Creature - Bear Mutant

Creature
(CTRL to add secondary)
Enchantment
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

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

Polluted Cistern
Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

The World Spell
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
Enchantment - Saga

Enchantment
(CTRL to add secondary)
Instant
Cache Grab
Mill four cards. You may put a permanent card from among the cards milled this way into your hand. If you control a Squirrel or returned a Squirrel card to your hand this way, create a Food token. (To mill four cards, put the top four cards of your library into your graveyard. A Food token is an artifact with ", , Sacrifice this token: You gain 3 life.")
Instant

You Look Upon the Tarrasque
Choose one —
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Instant

Instant
(CTRL to add secondary)
Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
(CTRL to add secondary)
Planeswalker
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

Planeswalker
(CTRL to add secondary)
Sorcery
Convert to Slime
Destroy up to one target artifact, up to one target creature, and up to one target enchantment.
Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way.
Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way.
Sorcery

Sorcery
(CTRL to add secondary)
Maybeboard
Demonic Covenant
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life.
At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice this enchantment.
At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice this enchantment.
Enchantment Kindred - Demon

Formless Genesis
Changeling (This card is every creature type.)
Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery Kindred - Shapeshifter

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

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

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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Decklist from "},{"attributes":{"link":"https://youtu.be/_itzBzddReM?si=Nho2xT5UV_wSqK1-","bold":true},"insert":"Commander at Home"},{"insert":" and "},{"attributes":{"link":"https://youtu.be/_itzBzddReM?si=Nho2xT5UV_wSqK1-","bold":true},"insert":"EDHijinks"},{"attributes":{"bold":true},"insert":" "},{"insert":"\nMore details in "},{"attributes":{"link":"https://youtu.be/Ke8pWPyXZx4?si=F4LowPzM5u5th2Oq","bold":true},"insert":"this video"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why This Commander?"},{"insert":"\n"},{"insert":{"card-link":"Winter, Cynical Opportunist"}},{"insert":" is astonishingly underrated. He was largely written off as \"worse "},{"insert":{"card-link":"Meren of Clan Nel Toth"}},{"insert":"\" because he revives things with finality counters, so if they die, they're exiled for good, and you can't repeatedly get them back. \nTurns out, that doesn't matter! Winter does something no other Golgari commander can do: this is Reanimation, but for artifacts and enchantments, too! When you're reviving "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":" or "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" as early as turn 4, you're feeling pretty good. And even if those things "},{"attributes":{"italic":true},"insert":"do "},{"insert":"get removed later, the benefits they bring you in the short term will have helped carry you so far forward already that you'll still be way ahead of your enemies while they're still trying to establish their engines. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"How's it Play?"},{"insert":"\nWinter is best understood as a \"tempo/midrange\" commander. He gets out to an early lead, and many of the cards you revive will dismantle enemy boards, from "},{"insert":{"card-link":"Vile Mutilator"}},{"insert":" to "},{"insert":{"card-link":"Noxious Gearhulk"}},{"insert":". At first, "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":" might look like a nonbo, since it has a 'cast' trigger that we'll never use, but its attack trigger is what we care about, and that pace of gameplay perfectly exemplifies the usual cadence of a Winter deck and how it seeks to play every turn. These types of cards will keep your opponents on the back foot and give you the chance to get in some strong early damage. If you can keep them from ever fully assembling their plan, you'll secure the game. \n\nThe best opening hands will contain some form of steady self-mill effect (such as "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":") to maintain a consistent velocity of graveyard options over the course of the game, or one of the many "},{"insert":{"card-link":"Malevolent Rumble"}},{"insert":" or "},{"insert":{"card-link":"Cache Grab"}},{"insert":" style cards in the list, which provide a burst of cards for Winter to choose from. These help you find your lands, get Winter in play ASAP, and immediately revive important targets. "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" and "},{"insert":{"card-link":"The World Spell"}},{"insert":" are personal early favorites, since they'll amass more and more value. \n\nWinter can fill up the graveyard himself, so getting him out early is awesome, though ideally, I prefer to deploy him on a turn where I know for sure I'll be able to use the Delirium effect to revive a big target on the end step. Instants, sorceries, and lands in the graveyard are super easy to consume. Some examples of ideal Delirium triggers:\nExiling "},{"insert":{"card-link":"Midnight Tilling"}},{"insert":", a Forest, and "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":" to get back the Battlesphere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exiling "},{"insert":{"card-link":"Millikin"}},{"insert":", "},{"insert":{"card-link":"Mulch"}},{"insert":", and "},{"insert":{"card-link":"Asceticism"}},{"insert":" to get back the Asceticism."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exiling "},{"insert":{"card-link":"Vault of Whispers"}},{"insert":" and "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":" to get back the Demolisher. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMost of the important targets in the deck are 7+ mana, but some of the 3-5 mana spells will help grease the wheels and ease the deck's transitions into the later stages of the game. "},{"insert":{"card-link":"Bear Umbra"}},{"insert":" has proven immensely helpful to protect the commander and help with mana. "},{"insert":{"card-link":"Matzalantli, the Great Door // The Core"}},{"insert":" helps discard our threats into the yard where they'll be easier to deploy. "},{"insert":{"card-link":"Amzu, Swarm's Hunger"}},{"insert":" often creates 7/7s and 8/8s that will assist in the beatdown. Extra reanimation assistance from "},{"insert":{"card-link":"Rise of the Witch-king"}},{"insert":" and "},{"insert":{"card-link":"Squirming Emergence"}},{"insert":" has also come in handy on many occasions. \n\nBy the time we're hoping to close the game out, cards like "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":", "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", "},{"insert":{"card-link":"Polluted Cistern // Dim Oubliette"}},{"insert":", "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", and "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" help lay the groundwork for our victory. Don't underestimate the power of commander damage, either; "},{"insert":{"card-link":"Treefolk Umbra"}},{"insert":" makes Winter hit for 7 each time! I'm also a tentative fan of "},{"insert":{"card-link":"Rampant Frogantua"}},{"insert":" to help us when we've taken down 1 or 2 enemies and need a super funny way to KO the 3rd. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What to Watch Out For..."},{"insert":"\nWinter draws early attention, which can be a problem, but more importantly, it has a limited amount of runway; while other decks get exponentially better as the game goes long, Winter will hit diminishing returns. This is both because of a shrinking pool of cards to revive, but also just because of the nature of reanimation; cheating around mana costs is more meaningful in the earlier stages of gameplay. Destabilize your opponents by keeping them on the back foot, and get in every bit of damage you can. Prioritize KO'ing control and lifegain strats in particular. You need to prevent enemies from picking up steam, because you'll only have so much of it. yourself. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Decking yourself is a real danger. I've played at least 5 games where I got down to an entirely empty library or like, 2 cards left. "},{"insert":{"card-link":"Out of the Tombs"}},{"insert":" or a card like "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" could save your life. I'm tinkering around with more of these effects and recommend you do so too. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The finality counters don't matter. I know it feels like they should, or like we ought to play some cards that will get rid of the finality counters, but in truth, they just don't matter that much. "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" is great because it only takes up a land slot, but it's not a regular worry. If someone does kill our 7-drop, we don't need to devote cards and time to getting that same thing back, we can just get a different 7-drop instead and continue to clobber. Protection like "},{"insert":{"card-link":"Kaya's Ghostform"}},{"insert":" and "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" helps us hold our position a lot more often. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Balancing the card types is "},{"attributes":{"italic":true},"insert":"very "},{"insert":"difficult in this type of deck. I find the most difficulty keeping the Sorcery count high, personally. Some of the best cards you'll want to revive are only 1 type, which isn't a problem in isolation, but is a problem in gameplay when you only have 3 total types in your yard. Continue to experiment with the balance of types to find the right ratios."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MVP Cards & Coolest Tricks"},{"insert":"\n"},{"insert":{"card-link":"Polluted Cistern // Dim Oubliette"}},{"insert":" and "},{"insert":{"card-link":"Colossal Grave-Reaver"}},{"insert":" are the best cards in the deck by a mile. Cistern melts life totals so fast, since this deck mills chunks of cards sometimes 3 or 4 times a turn, and Grave-Reaver takes just as much advantage of that, too. It's especially funny when Grave-Reaver reanimates a creature like "},{"insert":{"card-link":"Necron Deathmark"}},{"insert":" which "},{"attributes":{"italic":true},"insert":"also "},{"insert":"mills some more, chaining into more and more creatures. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":" is known to be bonkers, but he's got an unexpectedly cool trick in this deck. Winter says you exile "},{"attributes":{"italic":true},"insert":"any number "},{"insert":"of cards from your graveyard, as long as you have at least 4 cards types among them. Winter can exile your "},{"attributes":{"italic":true},"insert":"entire "},{"insert":"graveyard for Konrad to witness a bunch of creatures leaving your yard and dealing a final flurry of damage. It's a hilarious surprise to get in the final points of damage at the end of the game. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"You Look Upon the Tarrasque"}},{"insert":" is nuts with a deathtouch commander. Winter becomes a 7-power deathtoucher that all creatures must block. That's a 1-sided board wipe, and it lets the rest of your creatures through for potentially lethal while you're at it. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI apparently can't get enough of Golgari card-type-matters strategies; my beloved "},{"insert":{"card-link":"Baba Lysaga, Night Witch"}},{"insert":" cares about the "},{"attributes":{"italic":true},"insert":"cheap "},{"insert":"multi-type cards, and now Winter helps me care about them "},{"attributes":{"italic":true},"insert":"expensive "},{"insert":"ones. The deck's a blast, hope you enjoy! \n\n"}]}


































































































