
{"ops":[{"insert":"Submissions are closed! Finalists to be announced October 15. Thank you to all who participated!"},{"attributes":{"header":3},"insert":"\n\n\n"},{"insert":"Hello brewers,"},{"attributes":{"header":3},"insert":"\n\n"},{"insert":"Welcome to the Archidekt Deckbuilding Contest! For those unfamiliar, this is a monthly contest with a different theme each month. Your goal is to build a Commander-legal deck that fulfills the prompt in a creative or unique fashion. At the end of each month, three finalists will be selected for you to vote on.\n\nWhat’s The Contest All About?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWorking within the parameters of the prompt provided below, construct a decklist with your own creative spin. Three chosen finalists will be awarded store credit to "},{"attributes":{"link":"https://cardsphere.com/"},"insert":"cardsphere.com"},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"For October's deckbuilding contest, build a Commander-legal deck that features a \"jumpscare\". In other words, your deck should appear to be doing one thing, then quickly shift in an unexpected and threatening direction. Decks will be judged primarily on their creativity and originality."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFor some ideas about what constitutes a jumpscare, check out the "},{"attributes":{"link":"https://edhrec.com/articles/archidekt-deckbuilding-contest-october-2025"},"insert":"full announcement article"},{"insert":" over on EDHREC!\n\n"},{"attributes":{"bold":true},"insert":"How To Participate"},{"insert":"\n Brew an EDH/Commander legal deck on Archidekt that satisfies the prompt."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Any unreleased cards spoiled during the contest’s duration are allowed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Silver-bordered and acorn cards, while cool, are not allowed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Digital-only cards (such as those designed for the Alchemy format on Arena) are not allowed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Strictly one deck submitted per user."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTo submit a deck, select the orange button labeled \"Submit a deck to this contest\" and follow the form prompt. Submissions are accepted until "},{"attributes":{"bold":true},"insert":"9:00 pm EST"},{"insert":" (UTC -4, currently) on "},{"attributes":{"bold":true},"insert":"Wednesday, October 8, 2025"},{"insert":".\n\nOnly one submission per user! If you change your mind and want to submit a different deck before submissions close, you may do so by first deleting your submission. Edits can be made to your deck up until submissions close-- no actions are necessary to make chance To edit your description, you can do so from the deck page itself. From the eligible submissions, we'll select three finalists with lists that we believe best embody the spirit of the prompt. Deck descriptions are not required but certainly may provide valuable context!\n\nOn "},{"attributes":{"bold":true},"insert":"Wednesday, October 15, 2025"},{"insert":", we’ll announce three finalists via the Archidekt Discord and a brief article on EDHREC highlighting each deck.\n\nEach finalist will be awarded credit on"},{"attributes":{"link":"https://cardsphere.com/"},"insert":" cardsphere.com"},{"insert":". The value of the credit is in US dollars and depends on the finalist's placement in deck upvotes at the end of the week-long polling period:\n 1st Place Prize - $250"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" 2nd Place Prize - $150"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" 3rd Place Prize - $100"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFinalists will be contacted via email regarding their winnings within roughly 24 hours following the conclusion of voting on "},{"attributes":{"bold":true},"insert":"Wednesday, October 22, 2025"},{"insert":".\n\nPlease note, you must have a Cardsphere account in order to receive your winnings. It's quick and free-- register "},{"attributes":{"link":"https://www.cardsphere.com/signup?referrer=archidekt_contest"},"insert":"here "},{"insert":"if you don't have an account already!\n\n"},{"attributes":{"link":"https://archidekt.com/contestRules"},"insert":"Official contest rules."},{"insert":"\n\nIf you have any questions, feel free to ask here, or join our public "},{"attributes":{"link":"https://discord.gg/rYDFFVCmGr"},"insert":"Discord server"},{"insert":". We look forward to seeing what you all come up with!\n"}]}
Edited 10/9/2025, 1:01:26 AM
54
October Event Deck
Created by: moistwafer
2 days
{"ops":[{"insert":"This is a common zombie token spawning deck that gives you a flooded field, however, in it for the jumpscare I wanted to highlight a unique combo of using zombies as ammo to turn wipe a player. The deck is a mix of spawning, and healing which is why I chose the commander I did as I would equip them making them seem like the threat while keeping zombie tokens spawning from Wand of Orcus. I have a fake out scare, as is common in horror game, with the 18/6 but the zombie assassin is the hidden piece. See as the zombie assassin she would attack them making them lose half of their life rounded up. This would then trigger a combo I had in my backpocket. Tapping Bolas Citadel causes me to sacrifice 10 creatures cutting the remaining life in half again if they started at 40. So they'd go down to 20, then down to 10, but uh oh. My bat on the field triggers every time a creature is sacrificed. By targeting my abundant supplies of tokens their focus on my zombie commander and other zombie permanents has caused them to neglect the small bat I summoned on the turn before combat. It's ability is for every token sacrificed 1 point of damage is done to every opponent. Because Bolas made me sac 10 creatures they are suddenly killed by a bat, not the zombie. I did build a second jumpscare for the fun of it with my instant Sudden Spoiling that makes all creatures a 0/2 in combo with a freshly summoned Massacre Wurm which would be a mini board wipe then using the Rise of the Dark Realms to bring back all of their creatures to finish the job. I know it only required one but having two jumpscares is like the regular horror movie motif.\n"}]}
No deck tags
Mighty Morphin' Robo-Dragons!
Created by: ZelShading
2 days
{"ops":[{"insert":"Saheeli? Artifact shenanigans? Seems normal enough. All of your creatures coming from living-weaponed equipment or token generators? Been there, done that. Everything about this deck seems normal, that is, until a hapless servo transforms suddenly into a great fire-breathing DRAGON! With blue and red's plentiful polymorph spells, you can turn your tiny little robots into one of a curated list of winged behemoths.\n\nPlaytesting with friends, I found this deck able to reliably cheat dragons into play ahead of curve, and even pulled out an Ancient Silver Dragon as early as turn 4. While the polymorphs and transmogrifies aren't few, they aren't plentiful, so apt mulliganing and proficient drawing are necessary to ensure the deck is consistent. There are also a few 'tuck' spells which can put the expensive dragons in your hand back into your library to be consulted into.\n\nSaheeli works really smoothly as the commander for multiple reasons. Firstly, she fits cleanly into the apparent artifact theme with her various artifact synergies. Next, the tokens she creates are excellent fodder for the polymorph spells, though she has ample support from the various token producers (and even a few card-manifesters) the deck is rife with. And finally, if push comes to shove, you just can't seem to find a polymorph spell, and you're stuck with all of these big dragons in your hand, her +1 cost reduction makes simply casting them as easy as pie. There're also a few polymorphers that hit all of your creatures, not just one, so her dodging those is a big plus as well.\n\nAnd hey, the artifacts aren't bad either.\n"}]}
GoGo Graveyard: Gary
Created by: Merenat
2 days
{"ops":[{"insert":"Imagine yourself going to a casual game of Friday night commander. You bring your favorite deck and hope for a fun casual game. You think it's going to be a great night until you realize your opponent brought something so horrendous, it may be a war crime. You gaze upon the mono-black deck your opponent brings and see the commander: "},{"insert":{"card-link":"Tergrid, God of Fright // Tergrid's Lantern"}},{"insert":". You shudder in fear as horrid flashbacks of discarding your hand, sacrificing permanents, and getting your cards stolen rush over you like a tidal wave. You keep your current pod with hesitation, as the opponent who owns the deck warns you that this deck doesn't do what you think it does. The opponent (he) starts bringing out the typical discard effects, cheap enchantments, and some creatures. The opponent starts stealing permanents from all players. He plays a draw engine from "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":", "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":", and "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":". You realize the game is in his hands until you notice that he hasn't done much with his permanents. His enchantments haven't done much except for occasionally causing some problems on the board. Then he sends the devil set to curse the board and reap the souls of all Magic players: "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":". The life in you drains from you as he enters the battlefield with a devotion counter so high, it might kill you. Even if that loss of life doesn't, it surely will with "},{"insert":{"card-link":"Enduring Tenacity"}},{"insert":". You realize the horrors of Gary but also recognize that this is all over. He can only enter once, right? But you double check their board state, sacrifice outlets such as "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" and "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":". He can kill it any time. Not to mention, he's playing mono-black. Reanimation is very common. You try to warn everyone at the table, but its too late. He kills Gary and plays every reanimation spell he can. No matter how hard you try to stop it, he keeps coming back and no matter how many times you try to remove him from the board, he plays spells like "},{"insert":{"card-link":"Undying Malice"}},{"insert":" to let it come back for one black mana. Just as quickly as things started, it ends with everyone horrified and in shock. He wins the game by recurring one creature and leaves everyone feeling empty.\n"}]}
Auragressive Antics
Created by: friscomm
2 days
{"ops":[{"insert":"Mazzy is here with auras for you, though be warned — she’ll use them to scare you too!\n\nFor this month’s contest, I’m submitting an aura-centric deck that has Mazzy, Truesword Paladin at the helm to help buff enchanted creatures who attack our opponents. While these enchanted creatures "},{"attributes":{"bold":true},"insert":"could"},{"insert":" be our own, why not use our opponents’ creatures instead? With a suite of auras that goad creatures or ensures they can’t attack us, we can usually ensure that the typical aura/enchantments matter value pieces can reliably get on the board.\n\nSo what, then, is the deck’s mandatory jump scare? That comes in the form of Nylea’s Colossus (and to a lesser extent Death Kiss) that doubles a creature’s power and toughness whenever an enchantment enters (or in Death Kiss’ case whenever a creature attacks an opponent). On its face, the Colossus could be used as a way to buff our already enchanted creatures even further but again, why not have it be our opponents’ creatures? The problem lies in the doubling effect only lasting until the end of the turn, which means we have to find a way around it. And threats lie around every corner…\n\nJump scares in movies and shows often happen after some period of rising tension, as it’s not often clear when the fright will strike. There’s also rarely only one, since where would the fun be in that? We’re trying to create much of the same atmosphere here, leaving our opponents with a sense of unease and uncertainty.\n\nThe key, then, lies in the ability to flash out auras at instant speed, with numerous auras providing flash of their own accord, though the deck does contain other flash enablers including Sigarda’s Aid and Vernal Equinox. That, coupled with the aforementioned goad element, really plays into the horror movie trope of characters knowing they have no choice to move forward while also reckoning with their likely doomed fates that could occur at any given moment.\n\nSome other notable pieces include Weaver of Harmony, which allows us to copy Nylea’s Colossus’ triggered ability, Benevolent Blessing, that enables us to potentially make a creature near unblockable while also buffing it if the Colossus is out, and Quiet Disrepair, which is the only Aura that can remove a problematic artifact or enchantment.\n"}]}
No deck tags
Chest Bursters
Created by: Wallflower
2 days
{"ops":[{"insert":"everybody's seen an atla palani egg deck at this point. Make eggs, kill eggs, get creatures, so simple, so crude, and dinosaurs?! So overrated. If you're craving something more than look no further. in this deck your eggs are nothing more than a tool, giving you the fuel to burn your opponent's out with a variety of enters and leaves the battlefield triggers. Yes that's right, this time around we've got a good old naya burn and aristocrats deck\n"}]}
No deck tags
Cool
Created by: AFarar
2 days
{"ops":[{"insert":"I named this deck Cool because I though it was cool and maybe you will too ( really I just couldn't think of a name)So my first idea was to make a jeskai deck but that didn't turn out so now I present my Naya jumpscare deck. At the helm Is "},{"insert":{"card-link":"Jeska, Thrice Reborn"}},{"insert":" and "},{"insert":{"card-link":"Sidar Kondo of Jamuraa"}},{"insert":". Since these are my commanders an average opponent might think that you are going to have a bunch of little creatures and token the other opponent to death, but that only includes Sidar's ability what about Jeska. Then they might say well i'm just going to proliferate a lot and deal damage to each of my opponents. That was the idea with my Jeskai deck but that felt too obvious. Here is my plan for my Naya deck. Put some minor creatures on the battlefield, a little mischief, but not enough to gain the focus of my enemies. Then I lay a "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" and "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":". After I activate jeska's ability. Not targeting my own creature, targeting one of the goaded creatures. When that opponent attacks the other will be quaking because of the massive creature swinging at them. it all happens so fast that they are scrambling of what to do next, while you, silently, have built up your army to attack. \n"}]}
No deck tags
Burning Bridges
Created by: Saskia
2 days
{"ops":[{"insert":"library puts, inf combos, additional triggers, big stomps \n"}]}
No deck tags
Where'd that elephant come from? - Archidekt October Deckbuilding Contest Entry
Created by: LoxodonOfTheStars
2 days
{"ops":[{"insert":"At first this just seems like a very controlling Kykar deck, creating tons of tokens and dealing damage through Impact Tremors effects... But things suddenly change, as the pilot of the deck casts Generous Gift on a random permament, and then casts Radiate targeting the Generous Gift...\n\nThe pretend strategy of the deck is a token/instant+sorcery strategy, creating a wide board and profiting off of it. The \"jumpscare\" is the sudden gift+radiate, which completely wipes the board and leaves masses of elephants. And it just so happens, that as a token deck, the deck will have a large amount of tokens ready to be transformed into elephants... with a horde larger than the opponents', and with them not having any lands to cast spells, the deck tramples over the opponents.\n\nBut wait, what if the opponents also have a large board, or they have a few tricks up their sleeves? This is where the \"finishers\" come in. These are cards that are in some way free to cast or stick around after the board wipe, that do things like giving evasion, or buffing the elephants on your board by +1/+1, enough to allow for them to beat the opponents' elephants in combat. And the free counterspells allow for you to stop your opponents from rebuilding.\n\nIn a pinch, you can use a Pongify or similar card to replace Generous Gift, and if you have a board that you want instead of elephants, you can use Teferi's Protection to save it.\n\nI hope you enjoy the deck!\n"}]}
No deck tags
The Mothman Trap
Created by: ryuktg
2 days
{"ops":[{"insert":"Imagine this:\n\nYou sit down for a commander game. One of your opponent's is playing one of the most popular graveyard commanders: Mothman. They play the usual: Grisly Salvage, Mesmeric Orb, the rad counters. And then you see it: Consuming Aberration, Nemesis of Reason, The Water Crystal. You realize their library isn't the only one low on cards. And suddenly, that Altar of Dementia is scary in a whole different way. They are playing this deck.\n\nWe are maxing out on cards with symmetrical mill effects for the early to mid game. There are only a handful of cards that target our opponents so the con takes a while to be figured out. We don't have to worry too much about evasion or going wide because we are not trying to win with combat damage anyway. Mana Severance is in as a silly way to trick our opponents.\n"}]}
No deck tags
Birdhug
Created by: SteamyReemy
2 days
{"ops":[{"insert":"So, I know what you are thinking, another "},{"insert":{"card-link":"Derevi, Empyrial Tactician"}},{"insert":" stax deck, boring. I would tend to agree, however this comes with an innocent facade.\nFirst of all, there is a bird subtheme, about 10 feathery friends to distract from any preconceived Derevi suspicion. We have cards like \n"},{"insert":{"card-link":"Cartographer's Hawk"}},{"insert":" and "},{"insert":{"card-link":"Gwaihir the Windlord"}},{"insert":" that fly under the radar. On top of that there are 20 ish group hug cards to really get players guards down, no-one can hate being given extra cards and lands.\n\nSo we've given out lot's of different resources, how do we ever match up to the other decks who are probably miles ahead and fighting against each other. It's simple, it doesn't matter if it's all swept away by cards like "},{"insert":{"card-link":"Ondu Inversion // Ondu Skyruins"}},{"insert":". \nAfter the bomb drops all that's left will be 3 angry opponents with lots of mana, to stop that now is the time to play the secret stax. Things like "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":" / "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" or "},{"insert":{"card-link":"Winter Orb"}},{"insert":" to shut out all of those extra resources we have given out. To help with this you can store mana before the bomb with "},{"insert":{"card-link":"Bootleggers' Stash"}},{"insert":" / "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" / "},{"insert":{"card-link":"Kruphix, God of Horizons"}},{"insert":" then float all of the mana for use after. From there just dump your hand and smash with birds. for the win. \n\nThe nuclear option isn't the only wincon however, one fun tech you can do is with cards like "},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" / "},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" and Derevi is hit an opponent with a bunch of birds, stack all of the untap triggers on the calendar/stadium and then activate them in between, you can get a lot of counters very quickly. Another funny play is that you can donate all of your global affects (howling mine, torpor orb, rest in peace and so on) with "},{"insert":{"card-link":"Coveted Falcon"}},{"insert":" to draw a bunch and also giving opponents the stax pieces that are locking them out is kinda funny.\n\nThe main thing I would stay away from with this deck is playing the heavy stax pieces too early as they instantly make you the target and just aren't very fun for the game. Try to save them for after the bomb with a plan on how you are ending the game quickly, so no one has to wait around forever. I've had a lot of fun with this, sometimes the bomb plan works, sometimes you just get ran over by your supercharged opponents. Either way everyone should get to do what their deck is trying to before the explosive end.\n"}]}
An Unstoppably Plush Juggernaut
Created by: Farnswalllow
2 days
{"ops":[{"insert":"A slow enchantment pillowfort deck, but every once in a while you drop a little hit and the jump to come. Build up your protection before you tutor out bane of progress, blow up your own board and get out a 20/20 trample and start swinging out right after a board wipe or two\n"}]}
No deck tags
Take Me On
Created by: DanaCaraJB
2 days
{"ops":[{"insert":"This deck is a classic tokens deck with the ability to go wide and go tall. Joel is a powerful survivor, a must in the midst of the zombie apocalypse. On theme, there are many apocalyptic resources in here. But tough times cause people to band together. So, push comes to shove, this deck can shift into a group slug deck. Trade resources with your fellow survivors in exchange for great value on your board, the most obvious of which being Abby, as she hunts down your commander. You'll just have to kill her first, play her again to grow the horde and let the cycle of violence continue.\n"}]}
No deck tags
Tails but it's actually the toad
Created by: stompums
2 days
{"ops":[{"insert":"Draw cards with gusto to win with Lab Maniac, Twenty-Toed Toad, Triskadekaphile, while beating on the table with a mess of vehicles and tokens to pilot them. Late game jump-scare the dominant player with Mirrodin Besieged. Or with a sudden hasted Toad. \n"}]}
No deck tags
Bam! Combat Tricks!
Created by: Shtreamer
2 days
{"ops":[{"insert":"The point of this deck is to wait for the players at the table to kill each other. Then play a bunch of combat tricks from your hand to beef up your commander or a creature to kill the last remaining player\n\nCommanders: Jenny Flint and Madame Vastra are meant to buff themselves while providing both card draw and health. Madame Vastra also has some nice removal as she must be blocked so if an opponent only has a few creatures you can force a block killing one of them.\n"},{"insert":{"card-link":"Jenny Flint"}},{"insert":" "},{"insert":{"card-link":"Madame Vastra"}},{"insert":" \n\nStage 1 get to the late game: Late Game Agro is meant to survive to the late game by appearing weak by not playing any game ending threats, and spending most of your mana sacrificing food and clue tokens created by the commanders. The food tokens will help keep you alive by giving you the HP to make it to the late game. The clue tokens will draw you cards allowing you to fill your hand with combat tricks which you will need for one big push at the end. "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" will support this strategy. You will also play ramp cards such as "},{"insert":{"card-link":"Viewpoint Synchronization"}},{"insert":" and "},{"insert":{"card-link":"Entish Restoration"}},{"insert":" and cost reducers such as "},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" and "},{"insert":{"card-link":"Thunderclap"}},{"insert":" to get the mana you will need to play all these combat tricks in one turn. You will also have access to pillow fort cards such as "},{"insert":{"card-link":"Propaganda"}},{"insert":" and "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" to keep the attention of the deck away from you. Just before moving on to stage 2 playing cards like "},{"insert":{"card-link":"Zada, Hedron Grinder"}},{"insert":" and "},{"insert":{"card-link":"Livaan, Cultist of Tiamat"}},{"insert":" will help you kill your opponents quickly. Be careful because these cards can be seen as threats and putting to many of these effects on the battlefield might tip the table off to your strategy. Holding back is the name of the game. How and when you decide to set up and execute stage 2 is everything.\n\nIt is very important that you play as few combat tricks during this time as possible, as revealing that you have them might tip the people off to your strategy.\n\nStage 2 Late Game Agro: Now is the time to insta-kill your opponents. This deck kills on the damage step of combat at instant speed. At this point of the game hopefully your hand is filled with combat tricks. Now you wanna swing your commanders at your opponents or with cards like "},{"insert":{"card-link":"Knuckles the Echidna"}},{"insert":" and "},{"insert":{"card-link":"Dragon-Style Twins"}},{"insert":" if your commanders are not on the field. Otherwise it is better to hold these cards in your hand in case of a board wipe. Your opponent must block Madame Vastra, but might let Jenny Flint through. Now ideally you were swinging with your commanders all game to give them small buffs. So it is unlikely that your opponents knows they are about to die. Then after your creatures are blocked look to see which of them has the least amount of defense to get through and play combat tricks on them until they are buffed to lethal commander damage. Now their are several different combat tricks within the deck and they should be played in a specific order. The most important are the ones such as "},{"insert":{"card-link":"Collision // Colossus"}},{"insert":" and "},{"insert":{"card-link":"Invigorated Rampage"}},{"insert":" because they give your creatures trample. Which will be key to killing your opponent. Then their are the basic buff combat tricks such as "},{"insert":{"card-link":"Might of Oaks"}},{"insert":" and "},{"insert":{"card-link":"Titanic Growth"}},{"insert":". Then their are combat tricks which double the power of your creatures which you want to play after all the other buffs are played such as "},{"insert":{"card-link":"Rush of Blood"}},{"insert":" and "},{"insert":{"card-link":"Unleash Fury"}},{"insert":". Cards that give double strike are also included such as "},{"insert":{"card-link":"Two-Handed Axe // Sweeping Cleave"}},{"insert":" and "},{"insert":{"card-link":"Temur Battle Rage"}},{"insert":". Now beefing your commander to this level is creating a lightning rod for removal. So it is important to only play the cards that you need to make your attack lethal. Holding the rest of your mana up to respond to what your opponent does. If they go to buff their creature then buff yours. If they go to remove it give it protection with cards like "},{"insert":{"card-link":"Overprotect"}},{"insert":" and "},{"insert":{"card-link":"Simic Charm"}},{"insert":". Now after combat if your opponent is still alive it its time to prepare for your next attack. Cards like "},{"insert":{"card-link":"Life's Legacy"}},{"insert":" and "},{"insert":{"card-link":"Greater Good"}},{"insert":" will reload your hand for next turn at the cost of one of your beefed up commanders or creatures. "},{"insert":{"card-link":"Backdraft Hellkite"}},{"insert":" can also help with a second attack allowing you to recast previously cast cards.\n\nNote: If you are in 1v1 or your opponents have played against this deck before feel free to cast combat tricks throughout the game, but just remember you will need them for the end.\n\nCreator not: I absolutely love this deck. My buddy was talking about how decks that pretend to be weak can have higher win rates, and then I was just thinking everyone in magic thinks combat tricks are bad. I aim to prove them wrong. To win with a combat trick deck, and to pretend to be weak as well! When I play this deck it sometimes fools me. I think I'm going to lose, but then bring it back at the last second. Hang in their be patient and wait for your moment to strike.\n"}]}
No deck tags
Gate Explosion
Created by: Plahbie
2 days
{"ops":[{"insert":"This deck operates primarily on a fairly straightforward axis: Ramp using "},{"insert":{"card-link":"Nine-Fingers Keene"}},{"insert":" into Gates with relatively high potential to win with "},{"insert":{"card-link":"Maze's End"}},{"insert":" or just a large amount of value. Though this theme is well-supported, using cards like "},{"insert":{"card-link":"Alpha Authority"}},{"insert":" and "},{"insert":{"card-link":"Felix Five-Boots"}},{"insert":" to supercharge the ramp, the real \"jump-scare\" of the deck comes from "},{"insert":{"card-link":"March from Velis Vel"}},{"insert":" , a relatively underrated card from the "},{"insert":{"card-link":"Omo, Queen of Vesuva"}},{"insert":" precon. Due to the high density of Gates, as soon as you cast March with around 7 or 8 Gates in play (which is honestly extremely easy for the deck to hit due to the commander as well as cards like "},{"insert":{"card-link":"Circuitous Route"}},{"insert":") any one of the various \"wincons\" in the deck are able to near-instantly end the game through combat. 6 "},{"insert":{"card-link":"Glen Elendra Liege"}},{"insert":"s represent about 12 power in the air each; "},{"insert":{"card-link":"Blossoming Bogbeast"}},{"insert":", "},{"insert":{"card-link":"Pathbreaker Ibex"}},{"insert":", and "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" work multiplicatively with themselves to reperesent absurd power boosts for your whole team. Moreover, "},{"insert":{"card-link":"Nettling Nuisance"}},{"insert":", even at just a few copies, will fill your opponents' boards with enough Goaded Pirates that they won't be able to stop each other from losing on the spot. \n\nThe deck also runs "},{"insert":{"card-link":"Tolaria West"}},{"insert":" and "},{"insert":{"card-link":"Pir's Whim"}},{"insert":" in order to be able to tutor for lands like "},{"insert":{"card-link":"Gond Gate"}},{"insert":" and "},{"insert":{"card-link":"Baldur's Gate"}},{"insert":", which supercharge the deck.\n"}]}
No deck tags