Deck #13990
Basic Land Style
This deck has been finalized.
- Aberrant Mind Sorcerer
- Ancient Copper Dragon
- Ancient Silver Dragon
- Arcane Endeavor
- Arcane Investigator
- Arcane Signet
- Barbarian Class
- Berserker's Frenzy
- Blasphemous Act
- Boing!
- Brainstorm
- Brazen Dwarf
- Bucknard's Everfull Purse
- Celebr-8000
- Chaos Channeler
- Chaos Dragon
- Circuits Act
- Clay Golem
- Clown Car
- Command Tower
- Component Pouch
- Cone of Cold
- Contact Other Plane
- Counterspell
- Critical Hit
- Curator's Ward
- Cyclonic Rift
- Delina, Wild Mage
- Diviner's Portent
- Djinni Windseer
- Earth-Cult Elemental
- Ebony Fly
- Farideh's Fireball
- Farideh, Devil's Chosen
- Feywild Trickster
- Gale's Redirection
- Gamble
- Goblin Morningstar
- Hoarding Ogre
- Iron Mastiff
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Island
- Izzet Charm
- Lightning Greaves
- Luck Bobblehead
- Maddening Hex
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Mountain
- Netherese Puzzle-Ward
- Pixie Guide
- Power of Persuasion
- Reckless Endeavor
- Resculpt
- Rogue's Passage
- Scalding Tarn
- Scion of Stygia
- Shivan Reef
- Sol Ring
- Steam Vents
- Strength-Testing Hammer
- Swarming Goblins
- Swiftfoot Boots
- Sword Coast Sailor
- Sword of Hours
- The Deck of Many Things
- Thunderwave
- Training Center
- Treasure Chest
- Underdark Rift
- Vedalken Squirrel-Whacker
- Vexing Puzzlebox
- Wand of Wonder
- Witness Protection
- Wizard's Spellbook
- Wyll's Reversal
- Wyll, Blade of Frontiers
- Clown Robot
- Copy
- Elemental
- Faerie Dragon
- Goblin
- Treasure
- Copy
- Copy
Psionic Spells — When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.
1—9 | You may put that card on top of your library.
10—20 | Return that card to your hand.
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Flying
Whenever Ancient Copper Dragon deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
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Flying
Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
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Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
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Search the Room — : Roll a d20.
1—9 | Draw a card.
10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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: Add one mana of any color in your commander's color identity.
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(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
Level 3
Creatures you control have haste.
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Cast this spell only before combat or during combat before blockers are declared.
Roll two d20 and ignore the lower roll.
1—14 | Choose any number of creatures. They block this turn if able.
15—20 | You choose which creatures block this turn and how those creatures block.
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This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
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Return target creature to its owner's hand, then roll a six-sided die. If the result is 3 or less, scry a number of cards equal to the result.
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Draw three cards, then put two cards from your hand on top of your library in any order.
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Whenever you roll one or more dice, Brazen Dwarf deals 1 damage to each opponent.
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, : Roll a d4 and create a number of Treasure tokens equal to the result. The player to your right gains control of Bucknard's Everfull Purse.
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At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, Celebr-8000 gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn.
• 2 — menace
• 3 — vigilance
• 4 — lifelink
• 5 — flying
• 6 — indestructible
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Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
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Flying, haste
Chaos Dragon attacks each combat if able.
At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, Chaos Dragon can't attack those players or planeswalkers they control this combat.
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Roll three six-sided dice. For each different result, create a 1/1 white Clown Robot artifact creature token.
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, Roll a d8: Monstrosity X, where X is the result. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Berserk — When Clay Golem becomes monstrous, destroy target permanent.
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When Clown Car enters the battlefield, roll X six-sided dice. For each odd result, create a 1/1 white Clown Robot artifact creature token. For each even result, put a +1/+1 counter on Clown Car.
Crew 2
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: Add one mana of any color in your commander's color identity.
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, Remove a component counter from Component Pouch: Add two mana of different colors.
: Roll a d20.
1—9 | Put a component counter on Component Pouch.
10—20 | Put two component counters on Component Pouch.
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Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter the battlefield tapped.
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Roll a d20.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
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Counter target spell.
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Target creature gains double strike until end of turn.
When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
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Enchant permanent
Enchanted permanent has hexproof.
When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
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Return target nonland permanent you don't control to its owner's hand.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Whenever Delina, Wild Mage 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 creature."
15—20 | Create one of those tokens. You may roll again.
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Roll a d20 and add the number of cards in your hand.
1—14 | Draw X cards.
15+ | Scry X, then draw X cards.
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Flying
When Djinni Windseer enters the battlefield, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.
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Siege Monster — When Earth-Cult Elemental enters the battlefield, roll a d20.
1—9 | Each player sacrifices a permanent.
10—19 | Each opponent sacrifices a permanent.
20 | Each opponent sacrifices two permanents.
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Ebony Fly enters the battlefield tapped.
: Add .
: Roll a d6. Until end of turn, you may have Ebony Fly become an X/X Insect artifact creature with flying, where X is the result.
Whenever Ebony Fly attacks, another target attacking creature gains flying until end of turn.
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Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20.
1—9 | Farideh's Fireball deals 2 damage to each player.
10—20 | Farideh's Fireball deals 2 damage to each opponent.
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Dark One's Own Luck — Whenever you roll one or more dice, Farideh, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
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Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
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Exile target spell, then roll a d20 and add that spell's mana value.
1—14 | You may cast the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
15+ | You may cast the exiled card without paying its mana cost for as long as it remains exiled.
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Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
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Equipped creature gets +1/+0 and has trample.
Equip
When Goblin Morningstar enters the battlefield, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—20 | Create a 1/1 red Goblin creature token, then attach Goblin Morningstar to it.
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Whenever Hoarding Ogre attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
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Whenever Iron Mastiff attacks, roll a d20 for each player being attacked and ignore all but the highest roll.
1—9 | Iron Mastiff deals damage equal to its power to you.
10—19 | Iron Mastiff deals damage equal to its power to defending player.
20 | Iron Mastiff deals damage equal to its power to each opponent.
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Choose one —
• Counter target noncreature spell unless its controller pays .
• Izzet Charm deals 2 damage to target creature.
• Draw two cards, then discard two cards.
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Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
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: Add one mana of any color.
, : Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
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Enchant player
Whenever enchanted player casts a noncreature spell, roll a d6. Maddening Hex deals damage to that player equal to the result. Then attach Maddening Hex to another one of your opponents chosen at random.
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Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result.
Perfect Illumination — Whenever you roll a die's highest natural result, draw a card.
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Flying
Grant an Advantage — If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
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Choose target creature an opponent controls, then roll a d20.
1—9 | Return it to its owner's hand.
10—19 | Its owner puts it on the top or bottom of their library.
20 | Gain control of it until the end of your next turn.
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Roll two d12 and choose one result. Reckless Endeavor deals damage equal to that result to each creature. Then create a number of Treasure tokens equal to the other result.
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Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
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: Add .
, : Target creature can't be blocked this turn.
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, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
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Flash
Cone of Cold — When Scion of Stygia enters the battlefield, choose target creature an opponent controls, then roll a d20.
1—9 | Tap that creature.
10—20 | Tap that creature. It doesn't untap during its controller's next untap step.
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: Add .
: Add or . Shivan Reef deals 1 damage to you.
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: Add .
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As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
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Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.
Equip
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When Swarming Goblins enters the battlefield, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
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Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip
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Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
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Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
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Roll a d20.
1—9 | Thunderwave deals 3 damage to each creature.
10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way.
20 | Thunderwave deals 6 damage to each creature your opponents control.
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Training Center enters the battlefield tapped unless you have two or more opponents.
: Add or .
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, Sacrifice Treasure Chest: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
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: Add .
, , Exile Underdark Rift: Roll a d10. Put target artifact, creature, or planeswalker into its owner's library just beneath the top X cards of that library, where X is the result. Activate only as a sorcery.
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As Vedalken Squirrel-Whacker enters the battlefield, roll a six-sided die twice. Its base power becomes the first result and its base toughness becomes the second result.
If you would roll one or more six-sided dice, instead roll them and you may exchange one result with Vedalken Squirrel-Whacker's base power or base toughness.
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Whenever you roll one or more dice, put a number of charge counters on Vexing Puzzlebox equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from Vexing Puzzlebox: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
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, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
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Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
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: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
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Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
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If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll, Blade of Frontiers.
Choose a Background (You can have a Background as a second commander.)
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(This token can be used to represent a token that's a copy of a permanent.)
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Flying
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, Sacrifice this token: Add one mana of any color.
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(This token can be used to represent a token that's a copy of a permanent.)
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(This token can be used to represent a token that's a copy of a permanent.)
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