305 views11 months ago
Commander
Size: 100Est cost: $392.88Salt sum: 44.69
Damage_Inc-16
305 views11 months ago
Commander
Size: 100Est cost: $392.88Salt sum: 44.69
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Commander
(CTRL to add secondary)
1. Commander 2
Sin, Unending Cataclysm
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
Legendary Creature - Avatar Leviathan

1. Commander 2
(CTRL to add secondary)
2. Jecht
Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

2. Jecht
(CTRL to add secondary)
Artifact
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

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

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Creatures
(CTRL to add secondary)
Enchantment
Fight Rigging
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
Enchantment

Sigil of Myrkul
At the beginning of combat on your turn, mill a card. When you do, if there are four or more creature cards in your graveyard, put a +1/+1 counter on target creature you control and it gains deathtouch until end of turn. (To mill a card, put the top card of your library into your graveyard.)
Enchantment

Enchantment
(CTRL to add secondary)
Instant and Sorcery
Revive the Fallen
Return target creature card from a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Sorcery

Instant and Sorcery
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Mana Ramp
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Mana Ramp
(CTRL to add secondary)
Mass Destruction
Mass Destruction
(CTRL to add secondary)
Spirits
Iname as One
When Iname as One enters, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle.
When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield.
When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield.
Legendary Creature - Spirit

Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Spirits
(CTRL to add secondary)
Status Ailments
Edifice of Authority
, : Target creature can't attack this turn. Put a brick counter on this artifact.
, : Until your next turn, target creature can't attack or block and its activated abilities can't be activated. Activate only if there are three or more brick counters on this artifact.
, : Until your next turn, target creature can't attack or block and its activated abilities can't be activated. Activate only if there are three or more brick counters on this artifact.
Artifact

Status Ailments
(CTRL to add secondary)
Tokens
One with the Kami
Flash
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Aura

Tokens
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"link":"https://archidekt.com/decks/13626914/repent"},"insert":"https://archidekt.com/decks/13626914/repent"},{"insert":"\n\nRepent for your SINs...\n\nFinal Fantasy X might be my favorite video game of all time, so I am super excited for this series. The pre-cons are already perfectly constructed to use all of the new FF cards, so I have decided to use only two new cards and build a FFX deck all about the main antagonist, Sin. \n\nThe commander is "},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":" who was created to defend / fight against Bevelle, but instead turned on the city and people it was designed to protect and destroyed everything. The city of Zanarkand was left in ruins and its people stuck as spirits in a \"Dream Zanarkand\". Some forces are able to bring spirits from the dream world to the real world and that is where my commander's main function comes into play. Sin allows me to randomly pluck a permanent from my graveyard and bring it back as a copy of itself for one last adventure in the real world, but once the permanent is done, it's done for good. \n\nJust about every creature in this deck is a spirit with the goal of getting to the graveyard only to come back as a token. "},{"insert":{"card-link":"Dreamborn Muse"}},{"insert":", "},{"insert":{"card-link":"The Ancient One"}},{"insert":", and "},{"insert":{"card-link":"Deadbridge Chant"}},{"insert":" are just a few cards that help fill the graveyard for that purpose. Then of course we load the battlefield with cards like "},{"insert":{"card-link":"Doubling Season"}},{"insert":" and "},{"insert":{"card-link":"Primal Vigor"}},{"insert":" to double up the token copies and create a huge army of the spirits of fallen warriors.\n\nJecht, the father of Tidus, is a spirit who has been able to cross realms and eventually became Sin. I think the card "},{"insert":{"card-link":"Deadeye Navigator"}},{"insert":" is a great representation of Jecht especially if he soulbonds with one of the two Sin creatures in this deck. I have also included various attacks that Sin uses during combat. "},{"attributes":{"bold":true},"insert":"Giga Graviton"},{"insert":" represented by "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" is a huge stream of energy that hits every character fighting it. "},{"attributes":{"bold":true},"insert":"Pyreflies"},{"insert":" represented by "},{"insert":{"card-link":"Blossoming Wreath"}},{"insert":" are souls or spirits that Sin casts to heal itself. "},{"attributes":{"bold":true},"insert":"Overdrive "},{"insert":"represented by"},{"attributes":{"bold":true},"insert":" "},{"insert":{"card-link":"Mana Drain"}},{"insert":" is when Sin builds up enough energy and successful attacks, it then holds off giving you time to strategize and comes back by hitting its opponents with a barrage of more powerful attacks. Usually during Sin's overdrive attack it will infect its opponents with certain status ailments. "},{"attributes":{"bold":true},"insert":"Confuse "},{"insert":{"card-link":"Clawing Torment"}},{"insert":" makes a character attack itself or fellow teammates. "},{"attributes":{"bold":true},"insert":"Petrify"},{"insert":" "},{"insert":{"card-link":"Edifice of Authority"}},{"insert":" "},{"attributes":{"bold":true},"insert":" "},{"insert":"freezes a character in a stone like state, making it unable to defend or attack. Then "},{"attributes":{"bold":true},"insert":"Zombie "},{"insert":{"card-link":"Tainted Remedy"}},{"insert":" makes a character lose health when trying to heal itself. \n\nSin made a name for itself by destroying cities. So I have included mass destruction cards like "},{"insert":{"card-link":"Casualties of War"}},{"insert":" and "},{"insert":{"card-link":"Death Cloud"}},{"insert":" that aren't your standard board wipes, but feel more like if a giant monster flying whale with energy breath decided it didn't like where I lived. \n\nI really enjoy building decks where I can try to accurately represent something using cards not designed to be that something. In this case I tried to capture what Sin is and does in the Final Fantasy world of Spira using only cards created before the FF series. If you are a Final Fantasy X fan, please check out my deck and tell me how I did. Thank you in advance.\n"}]}


















































































