312
4/19/2025
Dawn-Brought Crusades
Deck Size: 100
Commander
Legal
Est deck cost: $686.97
Salt sum: 43.24
312
4/19/2025
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Commander

Qty: 1 Price: $2.99
Hofri Ghostforge

Spirits you control get +1/+1 and have trample and haste. Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this token leaves the battlefield, return the exiled card to its owner's graveyard."

Creature
Hofri Ghostforge (stx) 344

Commander

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Cards

Qty: 11 Price: $75.05
Demand Answers

As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.

Instant
Demand Answers (mkm) 306
Fireflux Squad

Haste Whenever this creature attacks, you may exile another target attacking creature you control. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.

Creature
Fireflux Squad (c20) 51
Humble Defector

{T}: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.

Creature
Humble Defector (c21) 174
Land Tax

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Enchantment
Land Tax (wot) 9
Magus of the Wheel

{1}{R}, {T}, Sacrifice this creature: Each player discards their hand, then draws seven cards.

Creature
Magus of the Wheel (cmm) 241
Minas Tirith

Minas Tirith enters tapped unless you control a legendary creature. {T}: Add {W}. {1}{W}, {T}: Draw a card. Activate only if you attacked with two or more creatures this turn.

Land
Minas Tirith (ltr) 420
Monumental Henge

This land enters tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)

Land
Monumental Henge (mh3) 354
Neyali, Suns' Vanguard

Attacking tokens you control have double strike. Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.

Creature
Neyali, Suns' Vanguard (onc) 2
Shifting Shadow

Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."

Enchantment
Shifting Shadow (nec) 109
Trouble in Pairs

If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.

Enchantment
Trouble in Pairs (mkc) 15
Windbrisk Heights

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. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Land
Windbrisk Heights (lcc) 370

Cards

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Defense

Qty: 4 Price: $18.56
Flare of Fortitude

You may sacrifice a nontoken white creature rather than pay this spell's mana cost. Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.

Instant
Flare of Fortitude (mh3) 321
Selfless Savior

Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Creature
Selfless Savior (sld) 732
Selfless Spirit

Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.

Creature
Selfless Spirit (j22) 239
Tyrite Sanctum

{T}: Add {C}. {2}, {T}: Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it. {4}, {T}, Sacrifice this land: Put an indestructible counter on target God.

Land
Tyrite Sanctum (cmm) 1049

Defense

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Land

Qty: 31 (33 w/ MDFC)Price: $163.86
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mh2) 244
Boros Garrison

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

Land
Boros Garrison (onc) 146
Command Tower

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

Land
Command Tower (lcc) 325
Elegant Parlor

({T}: Add {R} or {W}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Elegant Parlor (mkm) 325
Emeria, the Sky Ruin

This land enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. {T}: Add {W}.

Land
Emeria, the Sky Ruin (plst) ZEN-213
Fabled Passage

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (m21) 246
Kazuul's Fury

Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
Mountain

({T}: Add {R}.)

Land
Mountain (unf) 238
Mountain

({T}: Add {R}.)

Land
Mountain (unf) 238
Mountain

({T}: Add {R}.)

Land
Mountain (unf) 489
Plains

({T}: Add {W}.)

Land
Plains (unf) 235
Plains

({T}: Add {W}.)

Land
Plains (unf) 235
Plains

({T}: Add {W}.)

Land
Plains (unf) 486
Sacred Foundry

({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Sacred Foundry (unf) 285
Sokenzan, Crucible of Defiance

{T}: Add {R}. Channel — {3}{R}, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.

Land
Sokenzan, Crucible of Defiance (neo) 276
Sundown Pass

This land enters tapped unless you control two or more other lands. {T}: Add {R} or {W}.

Land
Sundown Pass (vow) 285

Land

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Mana

Qty: 10 Price: $33.00
Arcane Signet

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

Artifact
Arcane Signet (lcc) 299
Archaeomancer's Map

When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Artifact
Archaeomancer's Map (c21) 12
Coalition Relic

{T}: Add one mana of any color. {T}: Put a charge counter on this artifact. At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.

Artifact
Coalition Relic (dmc) 180
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (cmm) 660
Ruin Grinder

Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

Creature Artifact
Ruin Grinder (c21) 57
Sneak Attack

{R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.

Enchantment
Sneak Attack (2xm) 145
Sol Ring

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

Artifact
Sol Ring (lcc) 313
Solemn Simulacrum

When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (who) 1071
Talisman of Conviction

{T}: Add {C}. {T}: Add {R} or {W}. This artifact deals 1 damage to you.

Artifact
Talisman of Conviction (cmm) 978
Weathered Wayfarer

{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.

Creature
Weathered Wayfarer (2x2) 34

Mana

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Recursion

Qty: 12 Price: $40.80
Angelic Renewal

Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.

Enchantment
Angelic Renewal (uma) 10
Celestine, the Living Saint

Flying, lifelink Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.

Creature
Celestine, the Living Saint (40k) 10
Feldon of the Third Path

{2}{R}, {T}: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.

Creature
Feldon of the Third Path (moc) 277
Guardian Scalelord

Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Flying Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.

Creature
Guardian Scalelord (moc) 16
Karmic Guide

Flying, protection from black Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, return target creature card from your graveyard to the battlefield.

Creature
Karmic Guide (voc) 90
Late to Dinner

Return target creature card from your graveyard to the battlefield. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")

Sorcery
Late to Dinner (mh2) 19
Loyal Retainers

Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.

Creature
Loyal Retainers (cmm) 39
Pinnacle Monk

Creature
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Reveillark

Flying When this creature leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Evoke {5}{W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Creature
Reveillark (2x2) 26
Reya Dawnbringer

Flying At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.

Creature
Reya Dawnbringer (uma) 32
Sun Titan

Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.

Creature
Sun Titan (woc) 77
Venerable Warsinger

Vigilance, trample Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.

Creature
Venerable Warsinger (stx) 246

Recursion

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Removal

Qty: 13 Price: $36.59
Balor

Flying Whenever this creature attacks or dies, choose one or more. Each mode must target a different player. • Target opponent draws three cards, then discards three cards at random. • Target opponent sacrifices a nontoken artifact of their choice. • This creature deals damage to target opponent equal to the number of cards in their hand.

Creature
Balor (clb) 162
Darksteel Mutation

Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Enchantment
Darksteel Mutation (cmm) 21
Gearbane Orangutan

Reach When this creature enters, choose one — • Destroy up to one target artifact. • Sacrifice an artifact. If you do, put two +1/+1 counters on this creature.

Creature
Gearbane Orangutan (mkm) 129
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 (c15) 285
Ghost Vacuum

{T}: Exile target card from a graveyard. {6}, {T}, Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.

Artifact
Ghost Vacuum (dsk) 326
Kami of False Hope

Sacrifice this creature: Prevent all combat damage that would be dealt this turn.

Creature
Kami of False Hope (bok) 10
Mangara of Corondor

{T}: Exile Mangara and target permanent.

Creature
Mangara of Corondor (tsr) 27
Meltdown

Destroy each artifact with mana value X or less.

Sorcery
Meltdown (mh3) 282
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (lcc) 134
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (lcc) 137
Unexplained Absence

For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)

Instant
Unexplained Absence (mkc) 328
Vandalblast

Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Vandalblast (cmm) 267
Witch Enchanter

Creature
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Removal

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Sac

Qty: 7 Price: $96.43
Altar of Dementia

Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.

Artifact
Altar of Dementia (mh1) 218
Ashnod's Altar

Sacrifice a creature: Add {C}{C}.

Artifact
Ashnod's Altar (cmm) 368
Fanatical Devotion

Sacrifice a creature: Regenerate target creature.

Enchantment
Fanatical Devotion (nem) 8
Goblin Bombardment

Sacrifice a creature: This enchantment deals 1 damage to any target.

Enchantment
Goblin Bombardment (mh2) 279
High Market

{T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life.

Land
High Market (afc) 246
Martyr's Cause

Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.

Enchantment
Martyr's Cause (plst) ULG-13
Phyrexian Altar

Sacrifice a creature: Add one mana of any color.

Artifact
Phyrexian Altar (2x2) 311

Sac

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Value

Qty: 11 Price: $219.69
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.

Creature
Ao, the Dawn Sky (neo) 2
Cadric, Soul Kindler

The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent you control enters, you may pay {1}. If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.

Creature
Cadric, Soul Kindler (dmc) 10
Delina, Wild Mage

Whenever Delina attacks, choose target creature you control, then roll a d20. 1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token." 15—20 | Create one of those tokens. You may roll again.

Creature
Delina, Wild Mage (afr) 138
Mirror Box

The "legend rule" doesn't apply to permanents you control. Each legendary creature you control gets +1/+1. Each nontoken creature you control gets +1/+1 for each other creature you control with the same name as that creature.

Artifact
Mirror Box (neo) 250
Mondrak, Glory Dominus

If one or more tokens would be created under your control, twice that many of those tokens are created instead. {1}{W/P}{W/P}, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ({W/P} can be paid with either {W} or 2 life.)

Creature
Mondrak, Glory Dominus (one) 299
Nesting Dovehawk

Flying At the beginning of combat on your turn, populate. (Create a token that's a copy of a creature token you control.) Whenever a creature token you control enters, put a +1/+1 counter on this creature.

Creature
Nesting Dovehawk (moc) 104
Ocelot Pride

First strike, lifelink Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.

Creature
Ocelot Pride (mh3) 38
Ojer Taq, Deepest Foundation

Creature
Ojer Taq, Deepest Foundation // Temple of Civilization (lci) 26Ojer Taq, Deepest Foundation // Temple of Civilization (lci) 26
Otharri, Suns' Glory

Flying, lifelink, haste Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have. {2}{R}{W}, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.

Creature
Otharri, Suns' Glory (onc) 3
Warleader's Call

Creatures you control get +1/+1. Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.

Enchantment
Warleader's Call (mkm) 315
Witty Roastmaster

Alliance — Whenever another creature you control enters, this creature deals 1 damage to each opponent.

Creature
Witty Roastmaster (snc) 131

Value

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Sideboard

Qty: 11 Price: $72.07
Brought Back

Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.

Instant
Brought Back (plst) M20-9
Call a Surprise Witness

Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.

Sorcery
Call a Surprise Witness (mkm) 6
Commander Liara Portyr

Whenever you attack, spells you cast from exile this turn cost {X} less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.

Creature
Commander Liara Portyr (clb) 270
Esper Sentinel

Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is this creature's power.

Creature Artifact
Esper Sentinel (mh2) 12
Everybody Lives!

All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.

Instant
Everybody Lives! (who) 18
Industrial Advancement

At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of your library, where X is that creature's mana value. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Enchantment
Industrial Advancement (ncc) 47
Lotus Field

Hexproof This land enters tapped. When this land enters, sacrifice two lands. {T}: Add three mana of any one color.

Land
Lotus Field (m20) 249
Seize the Spotlight

Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.

Sorcery
Seize the Spotlight (otc) 179
Stalking Vengeance

Haste Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.

Creature
Stalking Vengeance (rvr) 126
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Swiftfoot Boots (lcc) 314
Toby, Beastie Befriender

When Toby enters, create a 4/4 white Beast creature token with "This token can't attack or block alone." As long as you control four or more creature tokens, creature tokens you control have flying.

Creature
Toby, Beastie Befriender (dsk) 35

Sideboard

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Maybeboard

Qty: 15 Price: $45.73
Boros Signet

{1}, {T}: Add {R}{W}.

Artifact
Boros Signet (rvr) 251
Brave the Sands

Creatures you control have vigilance. Each creature you control can block an additional creature each combat.

Enchantment
Brave the Sands (cm2) 19
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (lcc) 221
Clever Concealment

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} 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.)

Instant
Clever Concealment (onc) 5
Dark-Dweller Oracle

{1}, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)

Creature
Dark-Dweller Oracle (2x2) 106
Discerning Financier

At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {2}{W}: Choose another player. That player gains control of target Treasure you control. You draw a card.

Creature
Discerning Financier (woe) 10
Dismantling Wave

For each opponent, destroy up to one target artifact or enchantment that player controls. Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.) When you cycle this card, destroy all artifacts and enchantments.

Sorcery
Dismantling Wave (plst) C20-25
Dreamshaper Shaman

At the beginning of your end step, you may pay {2}{R} and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

Creature Enchantment
Dreamshaper Shaman (2x2) 108
Extraction Specialist

Lifelink When this creature enters, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control this creature.

Creature
Extraction Specialist (snc) 12
Generator Servant

{T}, Sacrifice this creature: Add {C}{C}. If that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and {T} as soon as it comes under your control.)

Creature
Generator Servant (plst) M15-143
Loyal Apprentice

Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.

Creature
Loyal Apprentice (cmm) 240
Pull from Eternity

Put target face-up exiled card into its owner's graveyard.

Instant
Pull from Eternity (plst) TSP-35
Reality Scramble

Put target permanent you own on the bottom of your library. Reveal cards from the top of your library until you reveal a card that shares a card type with that permanent. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Sorcery
Reality Scramble (plst) C18-25
Reconnaissance

{0}: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)

Enchantment
Reconnaissance (acr) 82
Éowyn, Fearless Knight

Haste When Éowyn enters, exile target creature an opponent controls with greater power. Legendary creatures you control gain protection from each of that creature's colors until end of turn.

Creature
Éowyn, Fearless Knight (ltr) 430

Maybeboard

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Deck Info

Deck stats

46 pips - 36 cards
29 mana - 28 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
26 pips - 23 cards
21 mana - 20 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
9 mana - 7 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"Hofri Ghostforge was the very first commander deck I built after coming back to the hobby in the summer of '21, and I still have a deep love for playing this deck. A few years of upgrades and a lot of playtesting has brought the deck to a much more optimized place than the ~$50 pile, largely from Strixhaven. From the very first draft I imagined this deck playing like a wheel, cycling cards between the battlefield, graveyard, and exile regularly; with cards like Venerable Warsinger and Reya Dawnbringer being the marquee stars of the strategy. As such I typically describe this as a Boros Reanimator deck, but "},{"attributes":{"bold":true},"insert":"Copy Tokens and Aristocrats are better descriptors"},{"insert":" of the wincons. From humble beginnings, this deck can really feel like assembling a countless legion of the dead. Low to the ground fanatics will throw their lives away for the cause, a glorious death for a glorious afterlife; all in service of the Dawnbringer and her Lieutenant, the Ghostforge. I love the feeling of having a huge host of creatures led by clerics and angels of the Boros Legion. Having the legion show up in force, with both the living and the dead each martyring themselves without reservation in service of victory; and grinding enemy defenses to dust under a never-ending march between Life and Death. When the Legion goes on Crusade, the Dawn brings Doom.\n\n"},{"attributes":{"bold":true},"insert":"Hofri Ghostforge"},{"insert":" has two abilities; a Kindred anthem that provides a small stat boost as well as evasion and haste, and a death trigger that exiles and then copies nontoken creatures you control. This deck is built around triggering Hofri's second ability to dodge removal and gain value from using powerful creatures twice.\n\tHofri's ability to immediately return a dead creature makes for a very resilient board, combined with an instant speed sacrifice outlet can make it nearly, if not outright impossible for a single player to handle the threats you play. In the abstract, this makes the deck very strong at leveraging creatures as a resource in a way that feels so Golgari. Defensive white weenies are such value bombs in this deck, an early game Selfless \" \" or Kami of False Hope can make early and mid-game incredibly safe; a lack of life-total or graveyard pressure can let Hofri build with impunity or turbo-fog. Martyr's Cause and Fanatical Devotion play double-duty on this front, acting as both sacrifice outlet and granting similar security against destruction and damage effects; giving you multiple ways to defend key pieces against removal. High Market is also worth calling out because of the lifegain and sacrifice being on a land, lifegain has some sub-synergies that I will discuss later.\n\tImmediately reanimating creatures also inspired the desire to continue pulling creatures to the field from the grave. I thought it was important to have at least one straight-reanimation effect, but the effect is quite expensive in white for an unrestricted reanimate; Late to Dinner currently provides the best rate for the reanimation effect because of the additional Food it provides. The next most powerful reanimate effects are going to be, in some way, attached to combat damage. Guardian Scalelord is frequently stronger for value because of the additional permanent types you can grab, and Backup's ability to grant multiple instances of the reanimation trigger makes it invaluable in a deck so capable of making copy tokens. The 'Enters' trigger on Sun Titan makes it a major threat because of this copying capability as well as being a enormous battlefield threat with a high stat-line and vigilance (and possibly Trample). Loyal Retainers can function like a security piece against removing Hofri, but nearly every single legendary is a very threatening target (notably, token multiplying Legendaries can be returned to the battlefield by Loyal Retainers before resolving Hofri's trigger to create of token of Loyal Retainers.) Finally Venerable Warsinger and Celestine have the triggers most directly tied to combat damage. Celestine, the Living Saint is also the central reason (Ocelot Pride being a close second) for highlighting lifegain sub-themes; every point of lifegain adding a whole mana to the value of possible targets. I only recently added Karmic Guide to go along with the Reveillark that has been in the deck for a while, but it's another no-restriction reanimate that is repeatable.\n\t\t-Although this build is not taking advantage of it, it is worth noting that Hofri's reanimation ability is also a copy ability that creates a copy of the creature that died, even though it requires you to exile \t\n\tthe object as it is in the graveyard. This means for a dual-faced card with a creature on the back (such as Bereaved Survivor // Dauntless Avenger), it is possible to have exiled a card that does not match the \n\ttoken you create. This also makes it possible for strange Layers questions to come up, so it is worth noting that Hofri adds two characteristics to the copy at Layer 0 (being the additional Creature type and \n\tthe \"leaves the battlefield\" text.) If you have the interest (and a patient playgroup,) Captain Rex Nebula can be fun for sticking the Spirit creature type on a noncreature permanent.\n\nHofri's first ability line is a deceptively large anthem, largely because of the Keywords it grants. It is allowed to be this strong because it is 'technically' counter-balanced by being a Kindred Anthem, but there's no requirement to play Kindred to take full advantage of the Anthem because of Hofri's ability to turn creatures into Spirits. Guardian Scalelord, Venerable Warsinger, Celestine, the Living Saint (and to an extent Esper Sentinel) benefit intricately from the stats granted by Hofri's Anthem. Trample is a very Boros form of evasion, especially in commander; and Haste enabling is incredibly strong in any format. Notable recipients of Haste include Magus of the Wheel and especially Balor for their disruptive abilities, and Delina, the Wild Mage has a game-ending attack trigger.\n\n"},{"attributes":{"bold":true},"insert":"Ramping "},{"insert":"in Boros is classically considered difficult, but our commander being 5 mana can actually play to our advantage in metas that don't require you to present or stop game-ending threats in the first 5-6 turns. It gives us 3 turns to take advantage of any of the ramp in-hand while curving into Hofri, or play early set-up pieces like a sacrifice outlet or valuable low-mana creature. Altars can be risky to use as an early mana source if you lose too many of your creatures before. Weathered Wayfarer and Land Tax are not fully ramp pieces, but do directly enable consistent land drops into the mid-game and are invaluable to ensuring mana to play the game. An opening hand can go from unplayable to just fine with a plains and Wayfarer or Land Tax (or Esper Sentinel for that matter) Archaeomancer's Map provides both lands in-hand, and a circumstantial way to put them onto the field. This actually makes me prone to giving away first turn when playing this deck. Reanimation helps with the mana efficiency of most creatures played so making your land drop each turn is more important than getting Hofri into play early. Sneak Attack is a very clean package for Hofri, providing steep discounts, circumventing counterspells, and allowing for death triggers to naturally trigger.\n\n"},{"attributes":{"bold":true},"insert":"Draw"},{"insert":" is also not something Boros is a heavyweight for so it's important to try and get a lot out of the draw. As discussed above, keeping a land in hand is a big part the draw and should be the focus of any early-game draw. Red Transmogrify effects are an excellent source of card advantage, and let you leverage the unique protection from exile Hofri tokens enjoy. Fireflux Squad and Shifting Shadows are value powerhouses which can provide exciting (and dreadful) topdecks. Reality Scramble is another such effect which could be run, Retrace gives you good continued access to the card and the flexibility of what card type you hit can open avenues for very smart gambles; but I have taken it out because 4 mana \"do something random\" isn't consistent enough. Ao, the Dawn Sky's death trigger is similar but on such a different level, I think it may be the single most threatening card in the deck. Humble Defector is also worth calling out for being potentially 4 cards for 2 mana, and creating a very fun social dynamic for early-to-mid-game if you haven't drawn into a sac outlet to abuse it; try it out! Recently swapped my only copy of Esper Sentinel from this deck to my Kros, Defense Contractor List because I pulled Trouble in Pairs to slot into this deck. That card must be considered a game changer already for a good reason, and it can go directly onto the battlefield with the help of Ao or Guardian Scalelord\n\n"},{"attributes":{"bold":true},"insert":"Wincons"},{"insert":" can be pretty varied, there are currently a couple of fully different infinite combos with multiple enablers; as well as some ability to make exponential copies of creatures. Both combos and many board states are lethal if enabled by Goblin Bombardment, Altar of Dementia, or with a Witty Roastmaster on-board. The more popular of the combos is Reveillark/Karmic Guide/Sac Outlet and because Hofri is essentially doubling this loop there is a lot of opportunity to pull extra creatures out of the grave. This also makes Hofri and Reveillark by themselves a pretty potent synergy, it has frequently been enough for me to just throw the reveillark by itself to win off the bursty value it provides from dying twice. The second fully infinite combo is Sun Titan/Angelic Renewal/Sac Outlet; I haven't found as many websites listing Angelic Renewal combos so [Sacrifice Sun Titan Triggering Angelic Renewal, Sacrifice Angelic Renewal to return ST, ST Triggers targeting AR, AR returns, Sacrifice ST]. Mondrak and Ojer Taq enable a lot of shenanigans that will win the game, and Mirror Box and Cadric, Soul Caller enable further shenanigans. It would be impossible to list the different individual board states that will enable a game-ending number of tokens to be made so I will just call out Nesting Dovehawk; Delina, Wild Mage; Loyal Retainers; and anything with an Enters or Dies trigger as things to be aware of while you're duplicating tokens. If Delina is able to create tokens 3 times targeting Mondrak you would end up with 2059 copies of Mondrak.\n\tIt's also worth calling out ways the deck can launch a board state into the stratosphere. First, when resolving triggers on Shifting Shadows or Ao, the Dawn Sky you will always want to stack Hofri's trigger underneath the Seek trigger if there is any chance of grabbing Mondrak off the first trigger. Speaking of Ao, holy shit this card is a value train when some of the most impactful support pieces are 3 mana and under. I only recently added it to the deck but even a single trigger can provide game-ending value. Sneak Attack and Magus of the Wheel/Ruin Grinder can also provide a game-ending vomit of creatures, especially when further enabled by Phyrexian Altar.\n\n"},{"attributes":{"bold":true},"insert":"Bracket Discussion:"},{"insert":" Card quality and consistent synergies within subthemes makes this a very strong deck, but there is an unintentional but notable absence of any Game Changers that has confused Archidekt into suggesting Bracket 2. Nevertheless, I believe Bracket 4 is the most appropriate place for this deck. Fully capable of explosive turns that generate game-ending value as early as turns 5-6, plus multiple paths to infinite or incalculable board states. Complex rules interactions are also somewhat prevalent in this deck; Copy tokens with a modified layer 0 (and making token copies of those tokens), tutoring a darksteel mutation to the battlefield, Mangara in general, and experience ordering multiple triggered abilities and game zones. This doesn't necessarily affect the strength of the deck, but it can be difficult to track and is generally more suited to experienced and attentive groups\n"}]}
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