291
2/10/2025
Nine-Fingers Maze's End
Deck Size: 100
Commander
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Est deck cost: $506.95
Salt sum: 42.89
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291
2/10/2025
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Commander

Quantity: 1Price: $0.49
Nine-Fingers Keene

Menace Ward—Pay 9 life. Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.

Creature
Nine-Fingers Keene (clb) 289

Commander

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Instant

Quantity: 17Price: $53.90
An Offer You Can't Refuse

Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Instant
An Offer You Can't Refuse (fdn) 311
Arcane Denial

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.

Instant
Arcane Denial (voc) 102
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (dsc) 80
Blessed Respite

Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.

Instant
Blessed Respite (mh2) 150
Constant Mists

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.

Instant
Constant Mists (sth) 104
Counterspell

Counter target spell.

Instant
Counterspell (cmm) 630
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (2xm) 161
Deathsprout

Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Instant
Deathsprout (plst) WAR-189
Drown in the Loch

Choose one — • Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard. • Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.

Instant
Drown in the Loch (clb) 842
Fog

Prevent all combat damage that would be dealt this turn.

Instant
Fog (ema) 167
Frantic Search

Draw two cards, then discard two cards. Untap up to three lands.

Instant
Frantic Search (ncc) 222
Growth Spiral

Draw a card. You may put a land card from your hand onto the battlefield.

Instant
Growth Spiral (cmr) 446
Obscuring Haze

If you control a commander, you may cast this spell without paying its mana cost. Prevent all damage that would be dealt this turn by creatures your opponents control.

Instant
Obscuring Haze (cmm) 701
Pongify

Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.

Instant
Pongify (tsr) 79
Putrefy

Destroy target artifact or creature. It can't be regenerated.

Instant
Putrefy (khc) 91
Sudden Spoiling

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.

Instant
Sudden Spoiling (tsr) 144
Tangle

Prevent all combat damage that would be dealt this turn. Each attacking creature doesn't untap during its controller's next untap step.

Instant
Tangle (vma) 237

Instant

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Artifact

Quantity: 6Price: $46.54
Amulet of Vigor

Whenever a permanent you control enters tapped, untap it.

Artifact
Amulet of Vigor (plst) WWK-121
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (clb) 298
Fireshrieker

Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Fireshrieker (nec) 151
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (clb) 871
Strionic Resonator

{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")

Artifact
Strionic Resonator (moc) 384
Vorrac Battlehorns

Equipped creature has trample and can't be blocked by more than one creature. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)

Artifact
Vorrac Battlehorns (mrd) 271

Artifact

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Land

Quantity: 18Price: $68.38
Bojuka Bog

This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Land
Bojuka Bog (clb) 882
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (clb) 351
Dimir Aqueduct

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.

Land
Dimir Aqueduct (2x2) 404
Evolving Wilds

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (clb) 352
Forest

({T}: Add {G}.)

Land
Forest (mkm) 276
Ghost Quarter

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Land
Ghost Quarter (plst) CM2-253
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this land enters, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (ice) 353
Golgari Rot Farm

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{G}.

Land
Golgari Rot Farm (2x2) 406
Island

({T}: Add {U}.)

Land
Island (mkm) 273
Morphic Pool

This land enters tapped unless you have two or more opponents. {T}: Add {U} or {B}.

Land
Morphic Pool (clb) 357
Reflecting Pool

{T}: Add one mana of any type that a land you control could produce.

Land
Reflecting Pool (clb) 358
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (clb) 911
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (clb) 913
Simic Growth Chamber

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.

Land
Simic Growth Chamber (2x2) 412
Swamp

({T}: Add {B}.)

Land
Swamp (mkm) 274

Land

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Creature

Quantity: 21Price: $140.43
Ancient Greenwarden

Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature
Ancient Greenwarden (znr) 357
Archelos, Lagoon Mystic

As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.

Creature
Archelos, Lagoon Mystic (cmr) 268
Avenger of Zendikar

When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.

Creature
Avenger of Zendikar (ddp) 1
Azusa, Lost but Seeking

You may play two additional lands on each of your turns.

Creature
Azusa, Lost but Seeking (cmm) 679
Craterhoof Behemoth

Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Craterhoof Behemoth (sld) 375
Cultivator Colossus

Trample Cultivator Colossus's power and toughness are each equal to the number of lands you control. When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.

Creature
Cultivator Colossus (inr) 317
District Guide

When this creature enters, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.

Creature
District Guide (grn) 128
Dryad of the Ilysian Grove

You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.

Creature Enchantment
Dryad of the Ilysian Grove (thb) 169
Gatebreaker Ram

This creature gets +1/+1 for each Gate you control. As long as you control two or more Gates, this creature has vigilance and trample.

Creature
Gatebreaker Ram (rna) 126
Gatecreeper Vine

Defender When this creature enters, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.

Creature
Gatecreeper Vine (ddm) 48
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.)

Creature
Kodama of the East Tree (cmr) 239
Massacre Girl

Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.

Creature
Massacre Girl (sld) 1233
Omo, Queen of Vesuva

Whenever Omo enters or attacks, put an everything counter on each of up to one target land and up to one target creature. Each land with an everything counter on it is every land type in addition to its other types. Each nonland creature with an everything counter on it is every creature type.

Creature
Omo, Queen of Vesuva (m3c) 141
Perennial Behemoth

You may play lands from your graveyard. Unearth {G}{G} ({G}{G}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Creature Artifact
Perennial Behemoth (otc) 262
Rampaging Baloths

Trample Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.

Creature
Rampaging Baloths (c21) 203
Ramunap Excavator

You may play lands from your graveyard.

Creature
Ramunap Excavator (otc) 202
Reclamation Sage

When this creature enters, you may destroy target artifact or enchantment.

Creature
Reclamation Sage (fdn) 231
Sage of the Maze

{T}: Add two mana in any combination of colors. {T}: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery. Tap an untapped Gate you control: Untap this creature.

Creature
Sage of the Maze (m3c) 67
Scute Swarm

Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.

Creature
Scute Swarm (dsc) 197
Tatyova, Benthic Druid

Landfall — Whenever a land you control enters, you gain 1 life and draw a card.

Creature
Tatyova, Benthic Druid (cmm) 687
Tireless Provisioner

Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." Treasure is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Tireless Provisioner (mh2) 180

Creature

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Sorcery

Quantity: 16Price: $112.52
Blasphemous Edict

You may pay {B} rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield. Each player sacrifices thirteen creatures of their choice.

Sorcery
Blasphemous Edict (fdn) 57
Circuitous Route

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Circuitous Route (znc) 62
Culling Ritual

Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way.

Sorcery
Culling Ritual (stx) 172
Damnation

Destroy all creatures. They can't be regenerated.

Sorcery
Damnation (2x2) 353
Explore the Underdark

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.

Sorcery
Explore the Underdark (clb) 232
Hour of Promise

Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.

Sorcery
Hour of Promise (hou) 120
Life from the Loam

Return up to three target land cards from your graveyard to your hand. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)

Sorcery
Life from the Loam (uma) 172
Nylea's Intervention

Choose one — • Search your library for up to X land cards, reveal them, put them into your hand, then shuffle. • Nylea's Intervention deals twice X damage to each creature with flying.

Sorcery
Nylea's Intervention (thb) 188
Open the Gates

Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.

Sorcery
Open the Gates (rna) 133
Pir's Whim

For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment of their choice.

Sorcery
Pir's Whim (plst) BBD-73
Reshape the Earth

Search your library for up to ten land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Reshape the Earth (cmr) 683
Scapeshift

Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Scapeshift (m19) 201
Splendid Reclamation

Return all land cards from your graveyard to the battlefield tapped.

Sorcery
Splendid Reclamation (emn) 171
Sylvan Scrying

Search your library for a land card, reveal it, put it into your hand, then shuffle.

Sorcery
Sylvan Scrying (plst) BFZ-192
Tempt with Discovery

Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.

Sorcery
Tempt with Discovery (plst) C16-170
Urban Evolution

Draw three cards. You may play an additional land this turn.

Sorcery
Urban Evolution (ncc) 355

Sorcery

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Enchantment

Quantity: 5Price: $10.21
Abundance

If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Enchantment
Abundance (cmm) 884
Alpha Authority

Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.

Enchantment
Alpha Authority (gtc) 114
Familiar Ground

Each creature you control can't be blocked by more than one creature.

Enchantment
Familiar Ground (wth) 127
Guild Summit

When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate you control enters, draw a card.

Enchantment
Guild Summit (grn) 41
Propaganda

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Propaganda (clb) 730

Enchantment

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Gate Count

Quantity: 16Price: $74.48
Baldur's Gate

{T}: Add {C}. {2}, {T}: Add X mana of any one color, where X is the number of other Gates you control.

Land
Baldur's Gate (clb) 345
Basilisk Gate

{T}: Add {C}. {2}, {T}: Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.

Land
Basilisk Gate (clb) 346
Black Dragon Gate

This land enters tapped. As this land enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color.

Land
Black Dragon Gate (clb) 347
Dimir Guildgate

This land enters tapped. {T}: Add {U} or {B}.

Land
Dimir Guildgate (znc) 127
Gateway Plaza

This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.

Land
Gateway Plaza (plst) GRN-247
Golgari Guildgate

This land enters tapped. {T}: Add {B} or {G}.

Land
Golgari Guildgate (khc) 111
Gond Gate

Gates you control enter untapped. {T}: Add {C}. {T}: Add one mana of any color that a Gate you control could produce.

Land
Gond Gate (clb) 353
Heap Gate

{T}: Add {C}. {1}, {T}: Add one mana of any color. {1}, {T}, Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Land
Heap Gate (clb) 354
Manor Gate

This land enters tapped. As this land enters, choose a color other than green. {T}: Add {G} or one mana of the chosen color.

Land
Manor Gate (clb) 356
Maze's End

This land enters tapped. {T}: Add {C}. {3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.

Land
Maze's End (pdgm) 152★
Planar Nexus

This land is every nonbasic land type. (Nonbasic land types include Cave, Desert, Gate, Lair, Locus, Mine, Power-Plant, Sphere, Tower, and Urza's.) {T}: Add {C}. {1}, {T}: Add one mana of any color.

Land
Planar Nexus (m3c) 80
Sea Gate

This land enters tapped. As this land enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color.

Land
Sea Gate (clb) 359
Simic Guildgate

This land enters tapped. {T}: Add {G} or {U}.

Land
Simic Guildgate (cmr) 493
Talon Gates of Madara

When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Land
Talon Gates of Madara (m3c) 82
The Black Gate

As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {B}. {1}{B}, {T}: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.

Land
The Black Gate (ltc) 160
Thran Portal

This land enters tapped unless you control two or fewer other lands. As this land enters, choose a basic land type. This land is the chosen type in addition to its other types. Mana abilities of this land cost an additional 1 life to activate.

Land
Thran Portal (dmu) 259

Gate Count

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 12 cards
15 pips - 14 cards
22 mana - 20 cards
15 pips - 10 cards
24 mana - 22 cards
0 pips - 0 cards
0 mana - 12 cards
60 pips - 47 cards
23 mana - 21 cards
0 pips - 0 cards
12 mana - 11 cards
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Description

{"ops":[{"insert":"This is my Nine-Fingers Keene Maze's End deck. This used to be a Golos Flicker deck that won using Maze's end. Once Golos got banned I kept my eyes out for a commander to pilot this little neche strategy. Nine-Fingers was the perfect successor. \n\n"},{"attributes":{"bold":true},"insert":"The Gameplan"},{"insert":"\nThis decks main gameplan is to win by activating Maze's End. Much of the deck are ramp spells to find gates, protection to help Nine-Fingers connect in order to find gates, and fog like effects to keep yourself alive long enough to win. \n\n"},{"attributes":{"bold":true},"insert":"Nine-Fingers"},{"insert":"\nWith the main gameplan in mind lets talk about how the commander helps with that. Whenever Nine-Fingers Keene connects for combat damage you look at the top nine cards and put a gate from among them onto the battlefield. This lets us cycle through the deck getting gates at a pretty good pace. Once we hit 9 gates we can now keep the cards we look at each time we connect. This helps us find Maze's End if we have yet to find it yet. Having ward on her really does a lot to protect her from any targeted removal. While having menace does help our commander get in for the damage, Alpha Authority, Familiara Ground, Fireshrieker, and Vorrac Battlehorns are all cards that help make Nine-Fingers unblockable. \n\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":"\nWe have a several low cost ramp cards that help us get the commander out as early as possible, staples like Sol Ring and Arcane Signet. We also have a many ramp cards that lets us find Gates and even Maze's End itself. Cards like Circuitous Route, Open the Gates, Explore the Underdark, District Guide, Sylvan Scrying, Crop Rotation, and more will all help get our gate count higher. Powerful ramp cards like Reshape the Earth and Scapeshift will typically end the game by getting all your gates into play. \n\n"},{"attributes":{"bold":true},"insert":"Protection"},{"insert":"\nNormally while the deck is busy ramping everyone else at the table is busy getting bodies on the table. If we are too far behind we have a number of board wipes to slow down the table including Damnation, Massacre Girl, Culling Ritual and Blasphemous Edict. Propaganda helps prevent people from attacking you. Several pieces of targeted removal helps get rid of hard to deal with threats. We also have a a lot fog effects in order to in order to stall the game for us, Constant Mists being a very powerful one. Some players knowlagable of our gameplan will try and blow up our gates or even Maze's end. While we have plenty of extra gates getting the Maze blown up is a bummer. We have included several cards that let us play cards from our graveyard in order to bring back our win-con. Ancient Greenwarden, Perennial Behemoth, Ramunap Excavator, and Splendid Reclamation all helps with this \n\n"},{"attributes":{"bold":true},"insert":"Gates and Winning"},{"insert":"\nThe two most power gates that I have found are Baldur's Gate and Gond Gates. Both should be priorities after fixing your mana colors. Baldur's Gate allows us to produce a lot mana when we get more gates into play. Gond Gate lets us have all our gates come in untapped which is huge. Playing a spell like Reshape the Earth and having all the gates come in untapped is amazing. Amulet of Vigor and Archelos helps us to a similar effect but for all permanents. This can be used with Maze's end to activate it twice on a turn or use Scapeshift to find Maze's end and enough gates to win on the spot. \n\n"},{"attributes":{"bold":true},"insert":"Combos"},{"insert":"\nScapeshift or Reshape the earth can be a game ender with Maze's End finding the necessary number of gates you need. With either Archelos or Amulet of Vigor this combo becomes easier to pull off. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kodama of the East tree with a landfall creature that creates tokens like Tireless Provisioner, Scute Swarm or Rampaging Baloths can get infante tokens with a bounce land. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Odds and Ends"},{"insert":"\nSome of these card choices might need more explanation into why I choose them. So heres why. \nAvenger of Zendikar and Craterhoof Behemoth is a powerful combo that can help end the game through combat damage. Its here as just a back up in case the main plan doesn't go as according to plan. There are many landfall cards in here that can produce lots of tokens so Craterhoof can be a threat even without Avenger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scute Swarm can produce a lot of copies of itself and overwhelm our opposites. Getting 6 lands is not a problem at all with this deck. We can use the scutes as a wall or in combination with Craterhoof. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ghost Quarter is a common way i have seen to blow up our maze's end. Having a ghost quarter of our own creates some interesting stand offs. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rogue's passage lets Nine-fingers get in for a hit if we need it. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tempt with discovery is a very funny monkey's paw type of card. People quickly learn to not take the deal. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strionic Resonator lets us get two triggers off of our Nine-Fingers trigger. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Match Record"},{"insert":"\nWhile I have been playing this deck for a while I have not kept track of how well it does. The deck always felt strong but I wanted to keep track of how well it does. Below is my ongoing record of the win/loss starting from 1/1/2025.\n\nMatch Record - 3/1\n"}]}
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