304 views10 days ago
Commander
Size: 100Est cost: $661.40Salt sum: 35.99
Schnurry54
304 views10 days ago
Commander
Size: 100Est cost: $661.40Salt sum: 35.99
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{"ops":[{"insert":"This deck is built around staying under the radar while quietly generating value through death triggers, recursion, and flexible interaction. It doesn’t present itself as an immediate threat, which is intentional. The goal is to let opponents focus on each other while you develop your board with creatures that replace themselves or generate value when they die, like "},{"attributes":{"italic":true},"insert":"Solemn Simulacrum"},{"insert":", "},{"attributes":{"italic":true},"insert":"Grim Haruspex"},{"insert":", or "},{"attributes":{"italic":true},"insert":"Morbid Opportunist"},{"insert":". Therefore overtuned cards like Sol Ring and Unstoppable Slasher are ommited.\n\nRather than playing aggressively, the deck leans into patience and politics. Counterspells such as "},{"attributes":{"italic":true},"insert":"Arcane Denial"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Dovin’s Veto"},{"insert":" are used sparingly, often to prevent board wipes or protect key pieces, which helps maintain a low profile while still influencing the game. A very light package of clones and theft effects like "},{"attributes":{"italic":true},"insert":"Clever Impersonator"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Sower of Temptation"},{"insert":" allows the deck to scale with opponents without becoming the main threat.\n\nThe graveyard acts as a second hand, with cards like "},{"attributes":{"italic":true},"insert":"Sun Titan"},{"insert":", "},{"attributes":{"italic":true},"insert":"Victimize"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Sevinne’s Reclamation"},{"insert":" keeping the engine running. This also makes graveyard hate a key weakness, so timing and restraint with counterspells are crucial. With almost no artifacts or enchantments, cards like "},{"attributes":{"italic":true},"insert":"Purify"},{"insert":" become highly asymmetrical. Wins usually come from accumulated advantage, opportunistic plays like "},{"attributes":{"italic":true},"insert":"Inkshield"},{"insert":", or simply being ignored for too long\n"}]}
Clones
Clones
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Copy
See Double
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Instant

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

Copy
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Creature
Creature
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Draw
Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit

Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Leviathan

Draw
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Evasion
Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

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

Evasion
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Finisher
Ratadrabik of Urborg
Vigilance, ward
Other Zombies you control have vigilance.
Whenever another legendary creature you control dies, create a token that's a copy of that creature, except it's not legendary and it's a 2/2 black Zombie in addition to its other colors and types.
Other Zombies you control have vigilance.
Whenever another legendary creature you control dies, create a token that's a copy of that creature, except it's not legendary and it's a 2/2 black Zombie in addition to its other colors and types.
Legendary Creature - Wizard Zombie

Finisher
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Instant
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Instant
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Land
Land
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Protection
Protection
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Athreos, Shroud-Veiled
Indestructible
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
Legendary Creature Enchantment - God

Puppeteer Clique
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Wizard Faerie

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Recursion
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Removal
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Kairi, the Swirling Sky
Flying, ward
When Kairi dies, choose one —
• Return any number of target nonland permanents with total mana value 6 or less to their owners' hands.
• Mill six cards, then return up to two instant and/or sorcery cards from your graveyard to your hand.
When Kairi dies, choose one —
• Return any number of target nonland permanents with total mana value 6 or less to their owners' hands.
• Mill six cards, then return up to two instant and/or sorcery cards from your graveyard to your hand.
Legendary Creature - Dragon Spirit

Removal
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Theft
Theft
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is built around staying under the radar while quietly generating value through death triggers, recursion, and flexible interaction. It doesn’t present itself as an immediate threat, which is intentional. The goal is to let opponents focus on each other while you develop your board with creatures that replace themselves or generate value when they die, like "},{"attributes":{"italic":true},"insert":"Solemn Simulacrum"},{"insert":", "},{"attributes":{"italic":true},"insert":"Grim Haruspex"},{"insert":", or "},{"attributes":{"italic":true},"insert":"Morbid Opportunist"},{"insert":". Therefore overtuned cards like Sol Ring and Unstoppable Slasher are ommited.\n\nRather than playing aggressively, the deck leans into patience and politics. Counterspells such as "},{"attributes":{"italic":true},"insert":"Arcane Denial"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Dovin’s Veto"},{"insert":" are used sparingly, often to prevent board wipes or protect key pieces, which helps maintain a low profile while still influencing the game. A very light package of clones and theft effects like "},{"attributes":{"italic":true},"insert":"Clever Impersonator"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Sower of Temptation"},{"insert":" allows the deck to scale with opponents without becoming the main threat.\n\nThe graveyard acts as a second hand, with cards like "},{"attributes":{"italic":true},"insert":"Sun Titan"},{"insert":", "},{"attributes":{"italic":true},"insert":"Victimize"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Sevinne’s Reclamation"},{"insert":" keeping the engine running. This also makes graveyard hate a key weakness, so timing and restraint with counterspells are crucial. With almost no artifacts or enchantments, cards like "},{"attributes":{"italic":true},"insert":"Purify"},{"insert":" become highly asymmetrical. Wins usually come from accumulated advantage, opportunistic plays like "},{"attributes":{"italic":true},"insert":"Inkshield"},{"insert":", or simply being ignored for too long\n"}]}























































































