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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
The strategy of this deck involves trying to fill the graveyard as quickly as possible with combo pieces, then reanimating them at the right moment using the unearth given by Mishra, Tamer of Mak Fawa to end the game. The deck's engine is precisely the Loot section as well as the Mill, but there is somehow an overlap in function in many other cards. The role played by Mishra is covered by a redundancy of other reanimate and recursion effects from the graveyard.
The secret commander is Trazyn the Infinite, who, when on the battlefield with haste, can use on the spot all the activated abilities of artifacts in your own graveyard: this allows him to embed some of the most famous combos of Necrotic Ooze or Mairsil, the Pretender. If he can't be found, there are other combos that can work without him but require a greater number of permanents to unearth or recur (3+), being therefore more mana-intensive but less fragile.
In the mid-game, the goal is to create value through the unearth of large artifact creatures that can be used to attack in the same turn or utility artifacts with an enter-the-battlefield effect, trying to squeeze out an advantage by using them as the cost for sacrifice abilities or bypassing the "exile at the beginning of your end step" clause through Sundial of the Infinite, Golden Argosy, Mirrorworks or Karn, the Great Creator's -2.
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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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