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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!

(-> Your Settings)

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.

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This is a list of staple cards for my pod's EDH format to aid with deckbuilding (budget permitting.) This is by no means a comprehensive list or meant to substitute for your own homebrewing; it's more of a reminder of cards that are pretty safe to include in the appropriate color(s) if you're looking to fill in a decklist.

We play on Cockatrice on Saturdays, starting around 1:00pm PST, usually for 3-4 hours (2-4 games typically). Games have 4 (sometimes 5) players, often with folks rotating in and out. People are always free to spectate. If you're interested in joining, DM me on Discord at Laggy#0637.
 

The pod rules follow below.

 

1. Tutor Effects Banned

General tutor functionality is banned (library-wide searching or functional equivalents) - this includes commanders (Scion of the Ur-Dragon) and targeting opponent's libraries (Praetor's Grasp.)

This creates greater variance with decks, so that they don't play the same every time and emphasizes the nature of 99-card singleton deckbuilding.
 

2. Infinites Banned

Doing an infinite interaction (generating infinite mana, life, damage, ETBs, etc.) is banned. Near-infinite combos are legal.

  • 2a. You can have potential infinites in your deck as long as you don't start them, defined as playing a series of actions that can be a potential loop/iteration of an infinite. (e.g. you can play Felidar Guardian to bounce Aminatou, the Fateshifter or vice versa, but you can't do both.)

By removing infinites as a default win condition, this makes slower (non-combo) decks viable and raises the average mana curve of games.
 

3. Land Destruction Banned

Land destruction effects (cards that destroy/exile/bounce/sacrifice/steal lands) controlled by other players do not affect your own lands.

  • 3a. Cards that restrict or disable land mana functionality (Blood Moon, Hall of Gemstone, Contamination, etc.) are banned. Cards that have these effects stapled to them as additional non-optional text ignore those parts and do not otherwise fizzle. Permanent destruction effects (Beast Within) attempting to target lands fall under this.
  • 3b. Abilities such as annihilator that force a player to choose a permanent to sacrifice still require the player to pick permanents under their control if they exist; they can choose to sacrifice nonland permanents or lands, but they cannot declare that they are sacrificing a land, given other options, and then claim protection. Only in the scenario where no nonland permanents remain are they able to refrain from sacrificing their lands.
  • 3c. This protection does not extend to effects you control (Harrow, Myriad Landscape, Angelic Purge, etc.)
  • 3d. This protection does not extend to lands that have (or have gained) other card types and are targeted by effects affecting those nonland types. For example, artifact lands (Seat of the Synod) can be destroyed by Abrade, lands that have temporarily become creatures (Celestial Colonnade, Sylvan Awakening) can be exiled by Swords to Plowshares and so forth. Such lands gaining a nonland permanent type are now vulnerable to permanent destruction effects.
  • 3e. This protection does not extend to land destruction effects that are optional (Braids, Arisen Nightmare, Chain of Vapor); a player must still sacrifice a land if they want the desired effect attached to it (or lack thereof.)
  • 3f. A player can choose to forfeit this protection at immediate speed (ignoring the stack) if they so desire (as a response to annihilator, etc.) In this scenario, they forfeit said protection until the stack is empty.

This prevents players from being shut out by Armageddon and friends, and lets them keep a safe mana base so that they continue to be able to play cards and participate in the game. Do note this does not prevent all possible avenues for land destruction; for example, playing Mycosynth Lattice and Vandalblast is a legal combination.
 

4. Deck Budget Limit

In Cockatrice, price check your deck via Deck Editor -> Send deck to online service -> Analyze deck (deckstats.net) and aim to be below $500 (use tcgplayer.com prices). You are allowed some discretion in handwaving down prices for cards that are obviously inflated due to supply/popularity reasons rather than power if the deck is not particularly strong for pod standards. On the other hand, if you're including cards whose power justify their price and/or your deck is a strong archetype, err on the side of being strict.
 
A deck's budget is often a decent representation of its power level, and this sets a reasonable cap on how many expensive generic goodstuff cards you can include.
 

5. Pseudotutor/Land Destruction Ban List

The following cards, while not strictly tutor or land destruction effects mechanically, do similar things in practice (allows one to search their whole library, reduce their library to fetch a specific card, turn off the majority of lands in most decks, etc.)

6. Generic Value/Impact Ban List

The following cards are deemed both too generically good and having outsized impact on deckbuilding variety and game state.

Fast Mana Rocks

Lands

Fetchlands

7. Mulligan Rules

There are no free mulligans. All players (including first) draw on their first turn.
 
We use the London mulligan rules:

  • 1. Draw seven cards every time you mulligan.
  • 2. When you are satisfied, put a card back on the bottom of your library for each time you have mulliganed.
     

8. Concession Rules

Concession due to a player's perception of imminent loss is not considered bad sportsmanship. Punishing an opponent attempting to put you into an unwinnable position by conceding is expected behavior. Players are encouraged to concede when it seems reasonable to speed up game pacing, e.g. when a control/stax deck has locked down the board convincingly.

  • 8a. Conceding has been changed to a sorcery-speed action that does not use the stack (as opposed to normal rules where it is effectively split second.) This puts a reasonable limit on how much concession can be weaponized against someone else utilizing your board state.
  • 8b. If all players except one agree to concede the game, the game ends immediately in victory for the remaining player (using the normal rules concession speed.)

This deck does not appear to be legal in EDH / Commander.

Problems: No Commander found. Please flag your Commander in the deckbuilder or put it in a separate section called "Commander". · A commander deck should contain exactly 100 cards, including the commander.

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