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Introduction

The Spanish Inquisition (SI) is a very fast old-school storm deck, renowned for being one of, if not THE fastest combo deck in the format. This version of SI is called PSI (Pact Spanish Inquisition) and while there are multiple versions of this deck, they all have a core group of cards in common. Even though the deck can be blisteringly fast, one might ask: Why does no one play it? There are 3 main reasons for this:

  • The deck is difficult to play
  • The deck loses to itself, due to the random nature of the draw spells
  • It loses to Force of Will

Does this mean the deck is bad? No. In meta-games with few blue decks, this deck can be a good choice. Also, the lack of people playing the deck might catch some people off-guard. Just don't expect to top 8 often with this deck. Piloting the deck correctly is a lot of fun and very rewarding. And I'd encourage anyone to try the deck for themselves.

When I first looked at a deck list, I had no idea how to play the deck. And though I am certainly no master of the deck, I'll try to guide first-time viewers as to the card choices and general strategy.

Card Selection

The premiere win condition of storm based decks, and in SI, this is no different. In previous iterations of the deck I used to play 2 copies of Tendrils of Agony, as the only way to cast the card was to either search for it with Infernal Tutor (if you're Hellbent) or to naturally draw it. With Beseech the Mirror, we not only doubled are amount of tutors, Beseech the Mirror can even cast Tendrils of Agony for free, as long as you Bargained for it. This makes it so that we can reduce the amount of Tendrils of Agony we need to run, which basically is a dead card mid combo. Run 1.

The secondary win condition of the deck. It's relatively easy to cast regularly or with Beseech the Mirror. It's ideal to use when the opponent has cast something like a Veil of Summer. Resolving an Empty the Warrens doesn't actually mean you win; you still need to wait a turn to attack, but usually it gets the job done if you have a high enough storm count. Do note that there's anti-synergy between Empty the Warrens and Summoner's Pact. Please be aware. Run 1.

The newest, but also most powerful card in the deck. It requires you to play a high number of artifacts in order to reliably be able to cast it with Bargain, but the effect is just so incredibly powerful. Being able to cast your win condition Tendrils of Agony for your deck, or to cast Gaea's Will to allow for kills with few cards is just so incredibly powerful. The deck now primarily revolves around this card and to effectively cast it.

As with other storm decks, this card is crucial for its interaction with Lion's Eye Diamond. It allows you to cast Infernal Tutor for it's Hellbent effect, by keeping priority and sacrificing the Lion's Eye Diamond. You can also just cast it regulary to get a second copy of a card. Run 4.

These cards used to be the bread and butter of all SI decks, but they've been replaced by Beseech the Mirror, I've seen many people cut the draw 4 cards, but I don't think this is the right approach. Running only Beseech the Mirrors and Infernal Tutors, effectively gives you only 8 cards to draw towards, which is not a lot. This means either mulliganing more or being a bit slower, which is certainly not bad, but I believe the strength of the deck is it's speed. There are other combo decks that can reliably go off on turn 2-4. Drawing 4 cards is still very powerful, even at the cost of half our life points. It call allow you to chain enough spells together for a kill. That said, you can obviously fizzle, but as long as you haven't cast a Summoner's Pact, stopping after having built up some storm, can often be the correct call. Run 2 of each.

Gaea's Will is only in the deck because of it's interaction with Beseech the Mirror. It allows for some ridiculously easy and deterministic kills (Example). You won't really be Suspending it, hoping to cast it fairly. Some people like to play a second in copy in case you draw the first. I've opted to play other cards in stead, as I want to reducde the amount of dead cards and reliance on the graveyard. Run 1-2.

Okay, this isn't a creature, but this is the card that PSI revolves around. Pact allows you to search for most of your creatures. I'll explain in the next section why running creatures is of importance, as storm decks normally don't run any.

These are in deck purely for their one-time mana generation. Most lists play 4 copies, but I've found that the deck works perfectly fine with fewer. I've even seen people play Simian Spirit Guide, but I'm not a fan of it, as it isn't fetchable, which means access to red mana relies on you drawing or tutoring for it. I used to run 4 copies of Elvish Spirit Guide (ESG) to cast some green spells, such as Manamorphose or Skullwinder, but the deck doesn't have any heavy green requirements other than Aeve, Progenitor Ooze. The only green spells I cast with ESGs are Gilded Goose and Ravenous Squirrel and occasionally I use them to help cast Cabal Ritual. In fact, I strongly believe running the full play set is sub-optimal. The first ESG is very good, but the 2nd, 3rd and 4th are usually unnecessary. The fact is that while the deck is officially black-green, all of the important cards are black, and often require a heavy black cost at that, so the deck is actually black, splashing green. Throughout testing I've found 2 copies to be the sweet spot. Run 1 to 3 copies.

These creatures have 2 main functions: providing black or green mana by exiling it under a Chrome Mox or as sacrifice fodder for Culling the Weak. I tried playing the deck without a B/G creature, but often wished I could pact for it as I needed a starting black mana. Of these creatures, the squirrel is technically the best, as you can draw extra cards with it. Note that if you're in such a situation, you're probably losing the game anyway. Run 1 of any.

This relatively new card gives the creature package access to something it didn't have before: card draw. Pacting for Blex allows you to cast the other half of the card: Search for Blex  . The addition of this single creature means that itself and the 4 Summoner's Pacts represent draw spells. This greatly boosts consistency as it ups the amount of "buisiness" spells by 5. Though it's usually quite painful to cast, it searches deeper than any of the draw-4s and has the potential to fuel the graveyard for cards like Cabal Ritual. You don't want to play multiple copies however. You normally draw 4-5 cards from Search for Blex, so when casting the second Blex you will typically only have enough life to choose 1-2 cards, which usually is not enough to continue storming. You can run 2, but I don't believe it's optimal. Run 1.

I was initially lukewarm when Grief was spoiled. Having an Unmask-like effect stapled to a free creature spell is certainly powerful, but I was unsure if it was good enough as we can't Summoner's Pact for it and it sacrifices itself as soon as you evoke it, meaning that you need Culling the Weak in hand as well for it to be any good. I started playtesting 2, then 3 and I am now on the full playset and can't see myself cutting Grief from the deck anymore. With the full playset: 1) Culling the Weak is more often active 2) I've been able to cast Infernal Tutor while being hellbent more often, by exiling cards from my hand and 3) most importantly of all, Grief gives us some protection against counter spells. It's not a lot, but it's something and by looking at an opponents hand we can see if the coast is clear or not to combo off. Run 4.

Dryad Arbor is in the deck, because it's a fetchable creature with Summoner's Pact that can be played for free (if you haven't played another card that turn) and thus can easily be sacrificed to Culling the Weak. With Beseech the Mirror, I tried the deck without Dryad Arbor in favour of more "stable" lands (Bayou). I concluded that while you can not run Dryad Arbor, it increases the amount of hands you can keep. Also, producing green mana can be useful from time to time. Run 1. Run 1.

Gilded Goose is a creature I never really considered for the deck. That was until the advent of Beseech the Mirror. It's only 1 green mana, so it's easy to cast with an Elvish Spirit Guide, but the reason it's in the deck, is as sacrifice fodder for Culling the Weak and because it makes an artifact Food token, which can be sacrificed to Beseech the Mirror's Bargain cost. Remember that you can also use Gilded Goose to produce a mana of any colour if it survives a turn! Run 1.

A SI specific card, that you won't typically see in other storm decks. This is how we cast our draw 4 cards and Beseech the Mirror wiht ease. It's also the reason why we need to have cheap creatures in our deck. Remember that you can cast Culling the Weak with evoke trigger of Grief on the stack. Run 4.

As we hardly play any lands, mana often is a choking point. That's why we play the best black rituals, just like all the other storm decks. Run 4 of each.

Free mana of any colour, that adds to the storm count. All very relevant and very good. Run 4.

Fantastic with Infernal Tutor. It's also good if the last card you want to cast in your hand is a Infernal Contract, Cruel Bargain, Beseech the Mirror or Search for Blex  . Sadly, it quite pricey these days. Run 4 (if you can afford it).

Chrome Mox is absolutely fantastic in SI. It gives you a starting black mana and can help clear your hand for a hellbent Infernal Tutor. You can also just cast the Chrome Mox, without imprinting anything under it, just to increase the storm count. Run 4.

I have tested Mox Opal in the past, because one of the deck's major weaknesses is it's lack of initial mana soures. But Mox Opal never stuck around in the deck. That's because my older lists never played enough artifacts to reliably turn Metalcraft on. Because Beseech the Mirror is such a powerful card, the deck needed to be reconfigured to play more artifacts, which led to the introduction of Mox Opal again. While our artifact count is still on the low side, I think we now play enough for Mox Opal to be active a majority of the time. Run 0-2

It took me a while, but once I realised how strong Beseech the Mirror was, I realised that I needed to add more artifacts to the deck and I actually have tried doing so in the past, but was unsuccessful at it. The solution to it was cutting the whole Belcher angle from the deck. The deck used to play as few lands as possible to be able to use Goblin Charbelcher as a win condition and to continuously hit gas when casting the draw 4 cards. Once I decided to cut Belcher from the deck, it not only allowed us to play more artifacts through Vault of Whispers, it also allowed improved an issue the deck had been struggling with for a long time: initial mana sources. Vault of Whispers ended being the perfect card for the deck. Run 4

Updates, Flex Cards, Potential Inclusions & Original List

If you're like me, when you look into a deck that you like, you might want to add some changes. Most decks have a few flex spots which you can replace with pet cards or cards that are tuned for a certain metagame. With that in mind, I've tried to come up with what I believe to be the core of the deck, the minimum required cards to run (I've been quite stringent), so you can tune the deck to your liking.

Creatures

Instants and Sorceries

Artifacts

Lands

Summing to what I believe is the core of the deck, we get a total of 49 cards. That leaves room for 11 flex spots. That said, I would like to add some remarks add give my reasoning for certain cards being excluded or having lower (than expected) numbers:

  • Only 4 total lands as part of the core.

I currently believe that only the 4 Vault of Whispers copies are absolutely necessary for the deck. That said, I run 1 extra copy of Dryad Arbor to have Culling the Weak be more online more often. I have felt that running more lands was not really necessary.

  • Only 7 total creatures as part of the core.

I myself run 9 total creatures in the deck, and while I like the inclusions for now, I often swap numbers or cards around. Thre's a lot of green cards you could run instead. Each of them have there advantages or niche situations. The trick is to identify which are going to be most effective for your expected metagame. Also, new powerful green creatures might get printed any day.

As I mentioned previously, if you want to make the deck a bit slower, you can include more discard or protection cards. The issue you then might run into is not having enough "business" spells, so I do believe having the draw 4 spells is important, but I wouldn't call them absolutely necessary. The deck has shifted from focussing on the draw 4 spells to Beseech the Mirror.

This section is for the current flex cards I run in the deck.

Mox Opal is not always going to be active, but the fact that it's an artifact for Beseech the Mirror, ups the storm count and can provide extra mana made me run it, despite it being a dead card at times. I've tried different cards in place of it, but mana is just something you always want to have. The deck is basically mana and ways to draw cards or search for spells. The trick is finding the correct balance.

When rebuilding the deck to center around Beseech the Mirror, I intially tried running more lands, but eventually cane to the conclusion that it wasn't really necessary. The difference between 4 and 6 lands wasn't great enough. I therefore decided to try running more protection spells (apart from Grief). Thoughtseize is the best discard spell, no doubt. The issue is that in The Spanish Inquisition we cards such as Blex, Vexing Pest  , Infernal Contract and Cruel Bargain, that really care about your life total and when you string mulitple of these in to one another, that 2 life of Thoughtseize is going to matter, I think. Therefore I went for the next best thing: Duress. It hits all the counter spells, but misses cards like Endurance. If the card feels good, I'll bump it up to 2 copies.

I've tried running it as an extra body to sacrifice to Culling the Weak, next to Ravenous Squirrel and Dryad Arbor. The fact that it produces an artifact Food token has been quite valuable from time to time. At the time of writing this, Gilded Goose does, however, feel the weakest card in the deck. It's good when it's needed. but like so many cards that I've tested before it, it can feel too situational. You typically don't really want to draw this card.

Cards I've tried that I like

The best dual land that produces are main colours. I've dropped it, now that we run 4x Vault of Whispers and don't run Land Grant any more. Good card that I might run again, but the deck would require a different configuration.

It's my pet card that I've tried running for a long time in the deck. It allows for low-storm count wins, but when I ciritcally reviewed the card, I realised that it was too situational and that Empty the Warrens was a similar, but easier to cast card. I'll probably try her again in the future, but we'll see if she makes the main deck again.

I have swapped this card in and out of the deck a few times now. It never feels powerful enough to truly warrant a spot in the deck, but having it in the deck can be ever so useful. It's basically a creature version of Lotus Petal and it's primary use is as an initial black mana source by casting it with an Elvish Spirit Guide. The main reason for dropping it is that it's use as a primary mana source is very all in line. You have to win that turn, or you lose. Having said that, it's the card I most often look back to potentially bringing back in to the deck.

The card used to be a good storm extender years ago, but has fallen out of favour in established storm decks such as ANT or TES. I like the card and it used to be part of my list for years. But I too saw that it wasn't pulling it's weight enough. It can be a life saver when you need to extend your storm count, but nowadays you can quite easily chain Beseech the Mirrors into each other to increase the storm count. Ill-Gotten Gains feels a bit more like a win-more card, rather than a vital combe extender. The fact that it forces your opponents hand size to 3 can be very powerful, but ultimately I don't think it's quite good enough.

Free green creatures have been a part of the deck for a very long time. I played each of these creatures at different times in deck, but since the printing of Grief, I felt that the deck had enough free creatures to support Culling the Weak. If you're running Burnt Offering as well, I might see a reason for trying them again, but it would likely also require running more green cards. When the deck was still part Belcher, you could often pitch a Land Grant you didn't need any longer, but since the introduction of Beseech the Mirror, we don't run a lot of green cards, likely making these free green creatures a liability nowadays.

In the past I used to run Skullwinder to be able to Summoner's Pact to get a card from the graveyard back to my hand. I didn't use the card that often and because it can benefit the opponent as well, I ended up cutting it. Instead, I tried Colossal Skyturtle because 1) it's more flexible: you can bounce a creature with it and 2) it's harder to interact with: opponents can't usually counter Channel abilities. An added bonus is that it doesn't give the opponent a card back and it can help cast Echo of Eons by exiling it under a Chrome Mox. The downside is that you can't use it with Culling the Weak and that it doesn't contribute to the storm count. I tested it and it was never amazing, it was simply too situational. Drawing it mid-combo felt god-awful, but pacting for was just the best. In the end, I didn't pact for it enough to justify all the times I'd draw it instead. It's not an unplayable card, it has a role, it's just not in the shell I'm playing right now.

A card that I ran for quite a while. It's potential draw 7 effect is not something to be underestimated. However, the fact that it's Blue, cannot be tutored for and requires 4 mana are all significant drawbacks. For me, the printing of Blex, Vexing Pest   made the inclusion questionable. A deck list that has more cards that fix mana such as Manamorphose and Wild Cantor might support it's inclusion more, but even when I ran those cards, Slithermuse was still often difficult to cast. The draw effect is really, really powerful, but the fact that you have to jump through so many hoops to cast it and the fact that Echo of Eons is arguably easier to cast and more powerful version of this card means that I don't think I can really recommend running the card any longer.

An extremely powerful effect for potentially just 3 mana! I was sceptical at first when trying the card, but came to appreciate the raw power of the card. I eventually ran it for a while, but with the printing of Beseech the Mirror I've been off the card. It's not that the card isn't powerful enough, it certainly is, it's rather that it's difficult to reliably get it into the graveyard. The only cards that allow you to do so are Blex, Vexing Pest   and Lion's Eye Diamond. It's powerful enough that if the right new card gets printed I'll try it again, but for the moment I don't think it's reliably active enough to warrent it's inclusion in the 60.

Cards I've tried that I don't like

I tried this out for it's cycling ability, to get a card deeper in the deck. It was underwhelming at best when drawing it naturally, but pacting for the cycle (desperate times) straight up felt awful. I'm pretty sure the printing of Blex, Vexing Pest   replaces the card definitely.

Manamorphose has been in and out of the deck a few times now, but I'm pretty sure I'm not going to put in the deck back again. It's main usage is turning floating green mana into black mana. The fact that it draws a card is quite nice but, you can't rely on the Manamorphose if you need to hit (a) specific card(s). Deadshot Minotaur taught me that drawing a single card really isn't that powerful. Combined with the fact that I've been trying to reduce the amount I rely on green mana, mean that mana fixing has become less and less necessary. Therefor I dropped Manamorphose from the deck. I can see it warranting it's inclusion in the deck if access to green mana becomes more important. It's okay, but it never impresses.

Cards I've considered

Song of Creation can be very powerful, because of the amount of free spells that The Spanish Inquisition runs. Having only 1 or 2 cards in hand can lead to a kill. The main issue is it's anti-synergy with Summoner's Pact and the fact that after resolving a Beseech the Mirror you are often left with very few cards in hand, meaning that you likely need to pass the turn. Coupled with the fact that many of the cards require other cards (Grief, Culling the Weak, Infernal Tutor...), I decide not to run it. Though decks like The Epic Storm have shown how powerful it can be.

It costs more than Infernal Tutor, but you can cast it and tutor for a card at any given time. It also is an artifact in case we're trying to run Mox Opal. I'm considering running a single copy to see if I like it or not. I'm skeptical that it'll replace Infernal Tutor as has been done in other legacy decks as the difference between 2 and 3 mana is quite a lot. We may run many ritual spells, but we never really have a lot of mana floating around.

Grabbing a land from the deck for a single green is attractive, but Land Grant does this for free. Sure, revealing your hand is quite the drawback, but the difference between 1 and 0 mana is huge. Also drawing a single random card is really not that good, as I noticed in my testing of Deadshot Minotaur.

Even though Chatterstorm is storm card, it's just not quite good enough. I tested it hoping that generating 7-8 squirrel tokens might be just good enough or give us enough time to go off once again, but more importantly I thought the tokens from Chatterstorm would be nice fodder for Culling the Weak or Ravenous Squirrel. In reality, however, from my limited testing it hardly ever came up. The creatures we can get through Summoner's Pact are usually enough as Culling the Weak fodder. I've briefly tried a build using Carnival of Souls in the hope of generating lots of mana. But this too proved unsuccessful. Carnival of Souls costs too much life, which we often don't have a lot of. Not only that, a Carnival of Souls without Chatterstorm is just plain bad, incentivising multiple copies, but these cards aren't powerful enough on their own. Lastly, if you have 4 mana lying around to cast Carnival of Souls and Chatterstorm, you can probably be doing better things. Perhaps a different Spanish Inquisition deck, one which focuses on using 0 mana value creatures such as Shield Sphere and Crimson Kobolds might prove a better home, though I'm not convinced.

1 mana for 2 bodies is quite attractive as we're playing 4 Culling the Weaks. I feel it's a nice option to have as part of the Summoner's Pact targets, but lately have found fodder creatures not be a big issue, with the inclusion of Griefs to the deck.

Another black ritual spell, but this one doesn't make the cut. We don't nearly get enough creatures in the graveyard to reliable get a Dark Ritual effect for Songs of the Damned, even with the extra creatures I run to support Burnt Offering.

Other powerful draw spells in black. Pain's Reward is easier to cast and also draws four cards, but giving your opponent a choice is often not what you want to be doing, when you depend so heavily on the effect resolving. As long as your opponent bids more life, they get the draw effect and you fizzle. Peer into the Abyss is by far the strongest draw card in black (other than Ad Nauseam, which we can't run), but requires a steep investment of 7 mana. Perhaps one day the card will be somewhat playable, but right now 7 mana is just often too much. Whilst casting and activating Goblin Charbelcher also equals 7 mana, it can be done over 2 turns. Demonic Lore is by far the most playable card of the three listed here. It's easier to cast and doesn't cost any immediate life, but draws only 3 cards. Up until the release of Blex, Vexing Pest  , I think it would be a reasonable inclusion to the deck as the 9th draw spell, but I don't see any reason to run this over Blex.

A fifth tutor spell. I haven't found the card to be that reliable as getting up to 5 mana can be a pain and getting 3 mana back is nice, but often not quite enough to reliably go off. Grabbing a draw-4 with Dark Petition leaves you with no mana floating, meaning that you need to draw a starting mana source in addition to drawing gas to continue going off. I don't recommend it.

I really would like the card to work, but realise that it has many things going against it. Getting to 6 mana is a tall ask and the fact that you then still need cards in order to go off, which isn't guaranteed by the way, renders the card unplayable. But oh, how I wish the card was playable...

There are multiple versions of The Spanish Inquisition and as I mentioned in the beginning, I'm running the Pact version. In this section I'm going to list up some ideas I've had to change this specific versions of Pact Spanish Inquisition (PSI). For one reason or another these ideas have not worked out, but maybe someone else might make it work, or perhaps a new card might make any of these versions viable. I'm simply listing them up.

The Living Inquisition is a version using Living Wish instead of Infernal Tutor as the preferred tutor of the deck. While this versions solves some issues of the deck, it creates more new ones and ultimately didn't feel as strong as the current "Vanilla" version. I go into more detail on the page for The Living Inquisition, so check it out if you're interested.

The Burning Inquisition is a version using Burning Wish instead of Infernal Tutor as the preferred tutor of the deck. I've long pondered the possibility of a red splash and after finally testing it out, it actually feels quite good. I might even prefer this version. The red splash does admittedly come with some mana issues, but the deck in general feels more powerful, because it has fewer dead draws. I go into more detail on the page for The Burning Inquisition, so check it out if you're interested.

Whilst I really like the deck, lately I've been wondering if running only 4x Grief is enough protection for the deck. If the opponent is running a blue deck, I believe that answer to be no. And seeing as this is Legacy, many people are running blue cards. Looking at deck lists of other storm decks as of January 2023, they play the following protection spells:

The Epic Storm

ANT

The Epic Gamble

ANT plays a full 8 protection spells, double what I'm currently running. TES and TEG play fewer, but play multiple copies of Echo of Eons and/or Galvanic Relay to go off again. I'm playing only 4x Grief and a single Echo of Eons in a more all-in combo deck. I know this is what I signed up for with The Spanish Inquisition, but I'm thinking I want to mitigate this as much as possible. That's why I've been pondering upping the number of Elvish Spirit Guides to 3 copies and running 2-3 Veil of Summers. Deck slots are really tight, so it's not easy to fit these cards into the deck, but it's something I'm thinking about.

I recently tried a build with a very small Entomb package. The idea here is that send Narcomoeba to the graveyard with either Entomb or Blex, Vexing Pest   will give you a free creature to sacrifice to Culling the Weak. Entomb also has great synergy with Echo of Eons, so perhaps the deck could play more copies of it. In the end, I gave up. I only ran a single Entomb, but you can't rely on a single copy. Then why not play more Entombs? Because the card is just not good enough. Spending a mana to setup is really bad. Entomb costs a mana to get a creature into play, but if you wanted that, you could get those for free by casting Summoner's Pact for Endurance, Skyshroud Cutter or Vine Dryad. Entombing for Echo of Eons, is granted, quite nice. However, I personally am not a big fan of Echo of Eons, so whilst you could play more, it's not the direction I want to take the deck in.

I enjoy seeing the changes that the deck has undergone, so below is my original deck list from a few years ago.

Creatures

Instants

Sorceries

Artifacts

Lands

Thoughts and Tricks

As we're trying to combo off as soon as possible, deciding which hands to keep is often crucial. When deciding which hands to keep, what I often look for are:

  • Do we have an initial black mana source?
  • Do we have an action/draw spell?
  • Can we get to 3 black mana?

I ship most hands without an initial black mana source. Not having a ritual or draw spell is obviously bad as you can't go off, but depending on your hand and play/draw, it may be okay. We play many draw spells and rituals, so it's a gamble you could take. Don't be afraid to mulligan, but you need to understand that the deck constantly tries to balance mana and card draw. The fewer cards you have to start with, the more difficult it becomes to uphold that balance. Another important factor for your starting hand is how reliant it is on Summoner's Pact. If you NEED it, you cannot fizzle when trying to combo off. You have to take in into consideration when deciding which hand to keep.

  • Prioritisation of draw spells

When you have the choice of which draw spells you can cast, always go for Blex, Vexing Pest   first, because you need to pay 3 life per card you keep, rather than lose half points like Infernal Contract and Cruel Bargain. You can keep a maximum of 9 cards when you cast Blex followed by Infernal Contract or Cruel Bargain (POR), but only a maximum of 7 cards, when first casting Infernal Contract or Cruel Bargain and then a Blex.

  • Chrome Mox

You don't have to imprint a card under Chrome Mox. Sometimes the correct play is to cast it simply for storm! Other times, Chrome Mox can be used to clear you hand of cards you can't cast, so you can become Hellbent for Infernal Tutor.

  • Goblin Charbelcher and Summoner's Pact

You can cast Summoner's Pact to help cast Goblin Charbelcher, even if you can't activate it immediately. You can activate Charbelcher on your next turn in response to the upkeep Pact trigger.

  • Aeve, Progenitor Ooze

Aeve allows us to win on a lower storm count, but remember that you cannot pact for Aeve itself. You have to untap and attack with Aeve for the actual win. Sometimes you can find yourself at a crossroad: you can try to go for a kill this turn by using one of the draw spells or guarantee a kill next turn by going for Aeve. Due to the high variance of the deck, I prefer to go for the safer Aeve line.

Basically, Aeve, Progenitor Ooze is castable when you have a hand that consists of:

  • Grief

When casting Grief, you want to cast it's discard and evoke triggers in such a way that you first get to resolve it's discard effect. That way you can discard a counter spell from your opponent's hand and than have a window to sacrifice Grief to Culling the Weak with the evoke trigger still on the stack.

Don't pay too much attention to it, as I'm not doing it either. I think there's 2 main approaches to it: either build it to try to beat the hate cards you might encounter using Veil of Summer, Duress and Force of Vigor or completely switch strategies. EG: go for a beatdown plan using Bitterblossom, Tomb of Urami and/or Rotting Regisaur.

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Date added 9 years
Last updated 8 months
Legality

This deck is not Legacy legal.

Rarity (main - side)

15 - 0 Mythic Rares

22 - 7 Rares

5 - 8 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 1.63
Tokens Food, Goblin 1/1 R
Folders ee
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