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Deck Description
An aggressive commander deck aimed to be played in a casual table with power levels between 6 to 8. The deck highly utilize Hogaak's unique characteristics (High CMC and High Power/Toughness) to attack "gaak-ing" and power up X-effects such as: Greater Good, Korozda Guildmage, Morbid Curiosity and etc. The deck also features a "finite" combo as a back-up wincon for extended games.
Game Plan
The deck plans to aggro out Hogaak as early as turn 3 and be aggressive while developing our board.
Playtest @ Moxfield: Gaak-ing
Why play this deck
If you like the following then maybe this is for you:
Power Level: Mid Power 6~7 (Just my assumption, I'll appreciate if someone can give their assessment here.)
Deck Building Restrictions
Notable Exclusions
Combo
Hogaak, Arisen Necropolis + Greater Good + Zombie Infestation:
Result: Draw your library.Requires: All permanents on the battlefield.
Steps: Sacrifice Hogaak to Greater Good, drawing 8 and discarding 3 (net gain of 5 cards), then discard 4 to Zombie Infestation creating 2 black zombie tokens, tap them and exile 5 of the 7 cards you put into the graveyard and cast Hogaak from the graveyard. Repeat until you draw your library.
Hogaak, Arisen Necropolis + Greater Good + Desecrated Tomb + 2 Initial Creatures for Convoke:
Result: Draw your library.Requires: All permanents on the battlefield.
Steps: Play Hogaak from graveyard by convoking 2 creatures and delving atleast 1 creature card, Desecrated Tomb triggers twice making two Bats (1 from Hogaak leaving graveyard to stack and 1 from delving creature). Sacrifice Hogaak and a tapped Creature (Ex. 1/1 Bat token) for Greater Good, drawing a total of nine, discarding six (ensure to discard atleast 1 creature card). Recast Hogaak and delve atleast 1 creature card. Repeat.
0 Mana Lines from Greater Good Combo
Cutting Down to 7
It is common occurrence to have a hand in excess of 7 because of our power draws and sometimes it takes time to decide what to discard on clean-up so here's a guideline on what to keep for that 7.
(Note: Always consider what's happening on the board.)
Upgrades
The following upgrades improves the Greater Good combo:
Lessons Learned
Good Read/References
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Sides: |
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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