Evereth, Viceroy of Plunder

This deck plans to make a ton of mana and do degenerate things, which isn't so different from many lists. What is nice about Evereth is the ability to have many synergistic abilities to use with combos in the command zone, allowing us to effectively have a free tutor every game. The ability to gain some life can also be very relevant in these kinds of decks since they tend to pay a lot of life. We can end up the target of chip damage easily since many opponents will assume we are an Ad Nauseam list. We are not though, as we have very powerful, easily tutor-able, and highly recursive lines which cheat out high-cmc cards (which is exactly what Naus lists do not want). Our commander also represents many "oops, I won" lines, meaning that if it resolves then the table is always at risk to be dead. We can even pivot to a worst-case plan and use some of our recursion to simply tax life totals throughout a grindier game while setting up a win, incidentally gaining life as we do it. This can be done by looping Chthonian Nightmare with many of our other creatures. Rakdos lists tend to not do as well the longer a game goes on, so this might be an interesting list for those that enjoy the playstyle but want some more robust staying power.

The primary sacrifice outlets are all costs to cast spells. The ideal ones are Culling the Weak, Sacrifice, and Burnt Offering since they provide mana (though this mana can't be used to pay for the trigger due to how everything enters the stack). Since our commander represents the payoff, the main setup is figuring out the line to increase Evereth's power. We want to do so in ways that can be utilized at instant speed, though in a grindy game it is possible to use her own ability to gain +1/+1 counters. However, this approach is too fair and is absolutely the last plan we should consider.

Sacrifice Outlets

-Phyrexian Tower (Since this is a mana ability it can be used as a self-contained way to sac it and pay for trigger)
-Culling the Weak
-Infernal Plunge (Sorcery speed to cast makes this less ideal than similar effects)
-Sacrifice
-Burnt Offering
-Corrupted Conviction
-Village Rites
-Flare of Malice

A note on this Primer: The concepts here are catered towards utilizing Evereth as a commander at a high level of proficiency. It is designed to help people understand the choices made in both pre-game deck construction as well as how to improve overall play.

Combos

It's important to evaluate the current game state before considering any of these as a lethal line of play. Hatred and/or Tainted Strike represent reliable options regardless of life totals, but the key to these is knowing that we will rarely need to kill our opponents from 40 life. Any sacrifice outlet, plus:
-Evereth, Viceroy of Plunder + Hatred (Everything is instant speed, additionally a Flare of Duplication or if the coast is clear to sacrifice a treasure at sorcery speed we can lessen the life loss if things look too sketchy.)
-Evereth, Viceroy of Plunder + Cranial Plating (Everything is instant speed)
-Evereth, Viceroy of Plunder + Agatha's Soul Cauldron + Phyrexian Devourer (Everything is instant speed)
-Evereth, Viceroy of Plunder + Tainted Strike (Everything can be instant speed)
-Evereth, Viceroy of Plunder (Worst case it can accomplish the goal on her own over the course of a game...)
Also... it flies. In any situation where we have commander damage lethal, we can send her into the player that may interact to kill them and then combo before even leaving combat.

Standard combo line in . Attack with infinite dudes, or if a swing isn't possible then you can always filter them into an Evereth, Viceroy of Plunder combo using her built in outlet.
-Dualcaster Mage + Twinflame
-Dualcaster Mage + Molten Duplication

Can always default to these during a breach line. There are also multiple ways we can reiterate the Evereth combos above at this point if a more efficient kill is preferable due to remaining cards in graveyard.
-Underworld Breach + Glaring Fleshraker + Wheel of Fortune + Lion's Eye Diamond
-Underworld Breach + Orcish Bowmasters + Wheel of Fortune + Lion's Eye Diamond
-Underworld Breach + (Active) Bloodchief Ascension + Wheel of Fortune + Lion's Eye Diamond
-Underworld Breach + Sheoldred, the Apocalypse + Wheel of Fortune + Lion's Eye Diamond

For good measure, since it is redundant with everything else we are doing. Optionally, there is a nice pivot we can use for our commander here too. If both creatures used in this combo are in our graveyard for whatever reason then we can use one of our keys to put both under the soul cauldron and add the ability to Evereth.
-Walking Ballista + Agatha's Soul Cauldron + Phyrexian Devourer

This is no stranger to decks with the printing of Saw in Half for combo shenanigans. Our deck makes more use of this than Ad Nauseam, which is why Peer into the Abyss is run in the list instead. Due to how mana hungry this deck can be, there is a particular Broodlord line we need to focus on which should set up a win. It goes like this:
1) Efficiently get Hoarding Broodlord into play. (Entomb/Reanimate is a solid way to maximize mana usage)
2) Use the enters trigger to get Saw in Half.
3) Convoke the Saw in Half targeting the Broodlord. At this point nothing should be new to how this is used.
4) Have one token Broodlord get Persist and another get Burnt Offering (or Sacrifice).
5) Convoke the Persist using both Broodlords targeting the Broodlord in our graveyard.
6) When Broodlord enters, get Peer into the Abyss.
7) Convoke the Burnt Offering using the newest Broodlord.
8) Use this mana to cast Peer into the Abyss. Try to leave floating over , but this will be dependent on what is left in library and hand.
There are a few branches during this line which are available to us depending on what is in hand. When we tutor up the Peer into the Abyss, it can also very easily be an Underworld Breach instead. If we do Breach from here, make sure we only do so if we have enough graveyard fuel not to fizzle. Alternately, if we have Breach in hand we can tutor up Wheel of Fortune instead. The floating mana from the Burnt Offering we cast can go back into recasting the offering on the remaining Broodlord if we are Breaching, allowing us to restart the Saw in Half chain. This should be enough to demonstrate a win, as the goal is to get big mana producers and tutors into our graveyard for reuse.

We can even adjust this slightly to set up a Dualcaster Mage win. We will want to have Dualcaster already in hand. Here's a sequence for it:
1) Efficiently get Hoarding Broodlord into play. (Entomb/Reanimate is a solid way to maximize mana usage)
2) Use the enters trigger to get Saw in Half.
3) Convoke the Saw in Half targeting the Broodlord.
4) Have one token Broodlord get Molten Duplication (or Twinflame) and another get Burnt Offering.
5) Convoke the Burnt Offering sacrificing the Broodlord which fetched it, making .
6) Cast Molten Duplication on the remaining Broodlord, holding priority.
7) Flash in Dualcaster Mage, copying the Duplication and targeting the Dualcaster. From here the combo is as normal.
We made extra floating mana for interaction like Imp's Mischief, but it will be hand-dependent. If we have something like Return the Favor, just make sure it is as cast-able as possible because our opponents will likely not just let us do this without resistance. This line also has the potential of duplicating a Broodlord with the original spell if we need to pivot once everything resolves.

If all we need is a ton of mana, then we instead go the mega-ritual route:
1) Efficiently get Hoarding Broodlord into play. (Entomb/Reanimate is a solid way to maximize mana usage)
2) Use the enters trigger to get Saw in Half.
3) Convoke the Saw in Half targeting the Broodlord.
4) Have one token Broodlord get Sacrifice and another get Burnt Offering.
5) Use each Broodlord to convoke it's spell that was tutored out for a hot 16 mana injection, for the low startup cost of . This is not typically what we will be doing, but sometimes our hand is just fire and we need the gasoline.

Single Card Breakdown by Type

Evereth, Viceroy of Plunder
This commander offers a bit of everything for our strategies. At , it is very competitively cost. However, its not exactly something we need to try to Dark Ritual out on turn 1. Its better to make sure we have a solid plan from our starting hand before considering when to get this card online. The goal with it is simple, we buff Evereth's power using cards like Hatred and sacrifice it to fling damage at all opponents. Ideally, the plan is to make this an alpha-strike against the table, as it is very difficult to interact with once primed. Don't overlook that we can also use treasures to have this gain lifelink, which is nice utility in colors that tend to pay a lot of life for effects. This is extended to the death trigger as well, so in an emergency we can gain quite a bit even if the rest of the table isn't quite dead to the resolution. Some stax/aggro player coming after the deck to limit the life total resource (Even if we aren't on Ad Nauseam players will tend to assume this because of our color identity)? We have some breathing room with an out to aggression.

Additionally, Evereth is evasive. This can be great to deal damage to a specific player before throwing her at the table, making more efficient use of pump effects. Notice that the built in sacrifice outlet is a pump effect as well, but it is at sorcery speed. Many of the includes in the deck work around this, but if we need some extra +1/+1 counters or a lifegain burst we will need to set that up in a main phase. The combat step is usually not a serious choice when it comes to most pods, but its there so we might as well use it.

Dauthi Voidwalker
In a world where we have decks like Inalla, Archmage Ritualist, Birthing Pod chains, and Underworld Breach exist, we need to have some measure against getting ruined by these combos if we can determine it is present by the commanders present at the pod. This is not an all-inclusive list, of course. But without heavy stack interaction provided by , we need to be proactive about reading threats at the table. With the recursion packages this deck offers it is easier to protect a creature than it would for an enchantment like Leyline of the Void. Also, don't forget that if we can snag a Thassa's Oracle and a way to deck ourselves, or even just bank a clutch counter spell, we can crack the Voidwalker to cast it then recur it later.

There is an argument for using a card like Faerie Macabre instead if we were also using Tortured Existence instead of Chthonian Nightmare, but when it comes to stax effects it can be very meta-dependent so it is worth mentioning when swaps might be made for better effect. Tortured Existence is lower to the ground, and when combined with Faerie Macabre we would only be utilizing activated abilities. This provides protection against a lot of stack interaction, but is noticeably still weak to something like Deflecting Swat. Dauthi Voidwalker is a safer all-rounder for lists, so it is the primary include.

Dualcaster Mage
The combo line for this card is super straight forward, and is a primary win condition for the deck as we have outlined in the "Combos" section. Here is a breakdown of how it works though, just in case this happens to be new to someone reading this:
1) Cast Molten Duplication or Twinflame targeting one of our other creatures (Dualcaster must not be in play yet!)
2) Cast Dualcaster Mage while the prior spell is still on the stack. When Dualcaster resolves, have it copy that spell, targeting itself.
3) When the new copy resolves, have the Dualcaster Mage it makes enter and copy the original cloning spell again.
4) Explain that this is a loop and declare an arbitrarily large number (infinite isn't a valid number for iterations!) of hasty Dualcasters.
5) If all continues to go well, win in the combat step.

Despite being a win condition, we shouldn't get tunnel vision. This card still represents a powerful effect, as well as a piece of stack interaction in our colors. If we need to, we can always use this to copy a counter spell or hose a Deflecting Swat from our opponents if we are trying to prevent their win or set up a critical turn of our own. It does us no good as a win condition if we lose the game or stumble getting to our own win. When copying a spell, also know that it copies the exact state of the instant or sorcery. This means we can use this to copy an enormous Burnt Offering from a Broodlord line, or push the life we pay towards a Hatred further. If we stay open to the options before us and don't get lost in factory default lines we have studied for our cards then we will have more powerful avenues open to our play.

Glaring Fleshraker
Despite not being an eldrazi-synergy deck, we still have plenty of ways to abuse this thing. The important interaction we need to focus on is that it creates an Eldrazi Spawn whenever we cast a colorless spell. Our artifacts are colorless. It provides an extra bit of ramp or a creature to sacrifice to our commander for ever mana rock we accelerate with. Stuff like Lion's Eye Diamond is colorless. Usually it's looped in Underworld Breach lines too. This can give us a kill condition for all opponents for little investment, as every colorless creature that enters (namely, the tokens this makes) ping all opponents each time. So we have a boost to ramp and a win condition, all on a creature we can recur. Not much downside here.

Goblin Engineer
A tutor for many of the artifacts we have in this list. Agatha's Soul Cauldron is used in winning lines, and the engineer can help recur it after. If we need a Lotus Petal or Lion's Eye Diamond for our breach line, this thing sends it to the graveyard where we need it. The only artifact in our deck this cannot weld back into play is The One Ring. Prior versions also included its older brother Goblin Welder, but was found too narrow to make the final cut. It can absolutely be rationalized as an inclusion alongside Goblin Engineer, since it provides extra utility by welding our opponents things in and out of play too, unlike the card which made the list. Generically, it didn't do enough on its own to fit the current list and summoning sickness can be a deal breaker since it doesn't also tutor.

Hoarding Broodlord
Combo piece that also happens to be a powerful tutor with its own section in "Combos". Classically paired with Saw in Half to perform really broken search chains to set up combos. Due to that amount of recursion this deck has with creatures, this card edged out Ad Nauseam as an inclusion. While very different cards, they typically don't exist in the same lists as hitting it during a Naus is usually too scary and as a result limits the effectiveness of the draw. This is because as a potential hit we would always have to stay above 9 life or risk being killed. Since we can make tons of mana in this deck, Peer into the Abyss serves a similar purpose. If converting this list to one which supports Ad Nauseam, remove Hoarding Broodlord and Peer into the Abyss for lower cmc options. We would also want to look at the 4-cmc slots and replace with similar effects at a lower cmc. Overall, this build prefers the more powerful effects since we have the resources to lean into them. This is an important consideration when building this commander though, so that's why we need to spend all of this time not talking about Broodlord in the Broodlord section.

An important synergy with this card that can end up overlooked is that it also allows us to convoke all spells we cast from exile, not just the one we tutored up. This makes Ragavan, Nimble Pilferer and Rev, Tithe Extractor even more powerful effects as a result. We often cheat Broodlord into play via Reanimate-effects, allowing the steep casting cost to be circumvented.

Mayhem Devil
This card is so good, and one of my favorite control effects in . Whenever any player sacrifices anything it allows us to send a point of damage at anything. We can make quite a few treasure Tokens and Eldrazi Spawn on our own, but opponents will also be cracking fetchlands or treasures of their own. Even without Dockside Extortionist in the format anymore, there are still plenty of relevant triggers. Even if not specifically using it as a combo finisher, picking off an Orcish Bowmasters or subtlely taxing life totals over the course of a game can help drop players into range for a lethal Evereth, Viceroy of Plunder death trigger. Never discount the greed of commander players, they pay tons of life throughout the course of a game.

Opposition Agent
Flash this in when an opponent tries to resolve a tutor effect. Its as simple as that, sometimes strong effects don't need to have layers of secret technology to them. This is a format where tutors happen almost every turn, so we apply some relevant stax to it.

Orcish Bowmasters
One of the strongest creatures in the format, for good reason. Flash it in before an opponent's draw effect resolves. Do damage to something or someone. Effect resolves. Do more damage to somethings or someones. Plus, I guess we get to make an Orc Army which grows. There is a world where we can even brew a synergy with the Army token using something like The Ozolith to move the counters to Evereth, Viceroy of Plunder when it sacrifices the token. The current list doesn't do that though, but its worth a mention. Bowmasters comes up a few times in our "Combos" section due to the ability to kill opponents in conjunction with our own Wheel of Fortune loops to force draw. This becomes similarly redundant to Sheoldred, the Apocalypse as a way we pressure our opponents' life totals throughout a game. We could cut Sheoldred for Ozolith, as they both present win potential within combo, but in a vacuum the praetor is a stronger card on its own due to its stax-like effect so it is preferred here.

It doesn't take much to push an Orcish Bowmasters into lethal territory. One benefit it has over Sheoldred, the Apocalypse aside from policing creatures and planeswalkers is our ability to clone it. Molten Duplication and Twinflame are not just for Dualcaster Mage. Even one extra copy and only a single cast of Wheel of Fortune represents 42 points of damage we can bukkake onto our opponents. That's insane value, which is more reason why we opt to recur creatures. Our opponents tend to frown upon this sort of thing, so be ready for it to draw out interaction.

Phyrexian Devourer
We will never cast this card. It exists solely to be placed under an Agatha's Soul Cauldron so other creatures like Evereth, Viceroy of Plunder and Walking Ballista can combo kill the table. At 6cmc it is another reason Peer into the Abyss is preferred here over Ad Nauseam in this list for mass draw strategy. Normally its better to include combo pieces in decks where the synergy can be salvaged for utility if the combo it exists for can't be executed. But because we can easily tutor this, and it enables instant-speed wins through abusing additional casting cost, activated abilities, and triggers rather than spells to deny priority to our opponents, Devourer gets a pass as most counter magic can be bypassed. The combo it provides is even resistant to Silence and Deflecting Swat, and once the card is under the Cauldron, all creatures with a +1/+1 counter are already primed with no change in priority. If this deck had access to more stack interaction like other color identities, we would probably find another way. Here, it fits. This is an older card as well as being a somewhat obscure combo, so here is how it works:
1) Get Phyrexian Devourer into the graveyard. As part of setup, we ideally want to have a +1/+1 counter on Evereth, Viceroy of Plunder or Walking Ballista already, but if we need to place the counter on Evereth, do so if there isn't one already. If we have a choice we should always use our commander rather than Ballista to execute this combo.
2) Use Agatha's Soul Cauldron to exile this. Once Devourer is exiled, we are much more resistant to interaction.
3) Holding priority, activate the ability gained from Devourer to exile the top card of our library. Repeat these activations even if targeted by opponents to continue through interaction. This makes our creature arbitrarily large with +1/+1 counters (limited by the total remaining cmc among cards in our deck). Since we have higher cmc cards, this shouldn't be much of a problem but we should be aware.
4) Use any of the cards from the "Sacrifice Outlets" section to sacrifice Evereth (Except Infernal Plunge since casting a sorcery opens up a window for opponents' priority). This allows us to remain holding priority throughout the combo to prevent interaction from opponents. Because our commander is being sacrificed as a cost to pay for an effect, the ability goes to the stack and we don't have to care if the spell resolves. Walking Ballista is slightly more risky as each activation to remove counters and deal damage may be responded to. This is why our commander is preferred (and dangerous to our opponents).
5) Pay for Evereth's trigger. If it is not Stifled, we get indicted on 3 counts of murder and win the game.

This all occurs without meaningfully passing priority to our opponents, making this the most protected combo in the deck. Save any stack interaction we have for protecting Agatha's Soul Cauldron when attempting to exile Phyrexian Devourer.

Ragavan, Nimble Pilferer
This might be the best one-drop in red, and since there is no longer Dockside Extortionist it might be the best mono- creature in the format. Even if we can't cast the spell it will exile from its combat damage trigger, the ramp it provides us and light denial it inflicts on opponents is a nice include. Dash can be seen by some as a way to get in and make a treasure, but don't overlook utilizing the exile trigger to interfere with an opponent who has set up their top deck. While we cannot play lands with these triggers, we can play other acceleration, draw, tutor effects, or anything we happen to find the turn that we exile it. Because of this it can be beneficial to leave a few extra mana up. The more competitive the pod, the lower cmc most cards will be in decks. Because of this, Ragavan is always ramp when it connects but also provides more card advantage proportional to the power level of the deck you exile from as more cards will likely be castable.

The dash ability also provides built in protection, as it can often be safer to keep this card in hand when it doesn't stand a high chance of connecting. We can then redeploy Ragavan as an efficient enabler for something like Chthonian Nightmare, allowing for extra energy to be stockpiled by using it as a sacrifice to reanimate something else. It even represents an energy-positive loop if we need to recur our commander several times when trying to win or simply if we need to tax some life totals due to rampant The One Rings or Ad Nauseam players at the table. Keeping these value loops lean on mana cost help make them a more viable decision point in a game, and with the gain to energy it is possible to build up to other creatures (Treasonous Ogre, Skirge Familiar, or even Hoarding Broodlord) we may need more at the moment than the monkey.

Rev, Tithe Extractor
Speaking of Ragavan, Nimble Pilferer, Rev is cut from a very similar design. Except now every creature we have is a monkey. Even our monkey is now an extra monkey. Additionally, all spells we exile from these specific combat damage triggers may be cast for as long as they are exiled. This means that we can aim to shore up weaknesses by attacking players with the types of cards we need for the matchup and current game position. The wording on this card does carry the Tymna the Weaver *f-etch* restriction so we can only trigger once from each opponent each turn. But with evasive creatures like our commander and Dauthi Voidwalker we can often connect with one or more opponents a turn. The ceiling is very strong, as we can exile three cards and gain three treasures per turn.

Despite the hype this card has gotten recently for being able to gain massive advantage and make plays with our opponents' resources, the first line of text on the card can get overlooked. Giving a creature deathtouch on the attack trigger can be very useful. Look at Orcish Bowmasters and Mayhem Devil. Even if they don't attack, they can still receive this trigger. This turns any treasures or other sacrifices made into removal when used with the Mayhem Devil. Wheel of Fortune turns into a much more efficient board wipe when it comes to Orcish Bowmasters. Even Walking Ballista becomes pinpoint removal if needed. While this may not always be a necessary interaction, it can be easy to overlook. Since we can easily set this up while not diverging from any of our normal game plans, sending this trigger to one of these creatures should be a play on our radar.

Sheoldred, the Apocalypse
There sure is a lot of players on The One Ring. It shouldn't be hard to see why, and we are certainly abusing it too. Sheoldred allows us to punish this kind of greed at the best case, or just tax life totals turn over turn at the worst, all on a body that is often better than most of the creatures we can face in the combat step. It even offsets our own life loss for our own ring activations. Along with Orcish Bowmasters it represents a win if not dealt with during Underworld Breach lines that use Wheel of Fortune.

If another player is representing a lethal combo of their own we can also use Sheoldred as targeted player removal with Peer into the Abyss, though this should be an absolute last resort due to several factors. Be aware that we would be aiming an incredibly powerful draw effect at a player already poised to win, but if the table is dead then it may be our only option. If Sheoldred gets removed before it resolves, that opponent gets a huge amount of draw. Another problem this provides is a concept called "king-making". This is where removing a player that was keeping other players in check stops one player from winning but guarantees another. If that other player isn't us, then we should avoid this play as well. Often when a player loses the game, players may not account for the loss of their board state. Take care to consider what stax pieces they may have which are keeping other players in check. However, if killing the player does not guarantee another player's win, but instead provides advantage to that opponent by releasing the lock the stax effect would have then it is still considered the correct play as the game continues but no coronation has occurred.

Simian Spirit Guide
Sometimes we just need an extra mana during our turn. This card can set up explosive early turns if used to power out more permanent ramp choices. It can also deny an opponent a Rhystic Study draw if we need to tap out to make a play. It may seem like card disadvantage, but its actually an even trade to expend a card to prevent a player from drawing. Keep in mind that it is still overall disadvantage to make 1-for-1 trades in a multiplayer game, so make sure to evaluate the importance of that draw to that opponent before denying it this way. We can even cast this if we need to, as a free or reduced cost Flare of Duplication might be a necessary component of our current plan. It can also be fodder for Chthonian Nightmare in a pinch. Lots of possible uses we could come up with, but its really just a Gray Ogre that does a pretty decent Rite of Flame impression.

Skirge Familiar
A very powerful mana producing effect that also acts as an enabler to fill our graveyard for Underworld Breach and Reanimate effects. Getting this online after resolving a Peer into the Abyss should be among our top priorities. If we are holding half our deck, then the mana this will provide along with any other artifact fixing should guarantee a win. It also has excellent synergy with Agatha's Soul Cauldron if it ends up in our graveyard, as we can exile it and provide this activated ability to any of our creatures. It also flies, and while we may never see this attack in all the time we play the commander format, knowing what our evasive options are can be the difference between winning and losing a game when it comes to scrambling for clutch plays.

Treasonous Ogre
Like Skirge Familiar, but for and a different resource. Life is absolutely a resource in commander, but that doesn't mean we can always go all-in. This can be a very dangerous effect if we fly too close to the sun. With plans like Reanimate and The One Ring among others that utilize this resource, Rakdos lists tend to go deep on trading life. This is a great facet of these lists actually, but we just need to be aware that we should be using this sort of effect to gain large amounts of advantage. Our opponents could have Orcish Bowmasters and Friends™ too, and we can easily be punished the same way we plan to tax our opponents. Like with Skirge Familiar, this is best used post-Peer into the Abyss and usually to help get the Skirge online. While life gain is not a viable strategy on its own in commander, this is why the incidental life gain options we have access to shouldn't be overlooked. It allows us to be a more robust version of this strategy by recouping this resource at very little divergence from our main strategies. This is a powerful effect with an equally powerful cost that can easily be abused and overextended in this format.

Walking Ballista
The main purpose of this creature is to be part of a combo kill for the table. There are a few forms it can take, but most are designed to be part of Agatha's Soul Cauldron. Usually we will try to get a Phyrexian Devourer under the Soul Cauldron, and have the Ballista use the exile effect to add enough +1/+1 counters to enable a win. At its worst it represents removal. We can even imprint the Ballista under the Soul Cauldron during a large-mana Underworld Breach line or post-Peer into the Abyss/Skirge Familiar shenanigans to allow our commander to convert mana to +1/+1 counters and win via sacrifice outlet. There is quite a bit of utility here, but the payoffs for this creature should stand out so we can formulate a game plan around what we have available. This is another card that caused initial drafts of this deck to include The Ozolith as a way to store and move counters if we couldn't immediately go for winning sequences, and its certainly a brew option. But as covered before, its something worth talking about but The Ozolith ultimately didn't do anything on its own so it couldn't fit this iteration of the list.

Warren Soultrader
There comes a time when every player needs to send their Ragavan, Nimble Pilferer to go live at the farm. This card helps facilitate that in a way which provides extra value. We can also convert Glaring Fleshraker and Orcish Bowmasters tokens to treasures, which can at times be strict upgrades. We just need to remember that if converting the Orc Army tokens to treasures, it should be done before each trigger resolves so we can make a new token each time. The creature to treasure conversion can also be used to salvage creatures being removed from play, or even as a makeshift sacrifice outlet for our commander if we need to drain our opponents. This also combos nicely with Mayhem Devils, allowing us to turn creatures into both damage and tokens which becomes powerful if we have a recursion loop via Chthonian Nightmare or Underworld Breach.

Bloodchief Ascension
A common saying in MTG is that the player who draws the most cards and plays the most spells is most likely to win a game. So surely there must be something to tax this kind of initiative. This card does exactly that. Historically, this effect is paired with Mindcrank as a way to kill opponents through an infinite series of triggers. With graveyards being such a powerful resource, there is no way we can consider this combo. On its own, Mindcrank is actively detrimental for this reason. Even as a combo it can still provide opponents with outs, and notably it will only kill a single player at a time in a way we don't have complete control over. It was mentioned when covering Sheoldred, the Apocalypse that it is always a bad idea to king-make, and this sort of interaction is far too uncontrollable or even exploitable by our opponents to be considered. However, on its own Bloodchief Ascension is a powerful effect.

Consider how many spells get played in a game, how many fetch lands get cracked, or how many permanents get removed. Once this is online we can passively tax every opponent for drawing cards and playing the spells they find. Combined with the life players pay for their own effects, this passive drain can add up. It also helps offset our own utilization of life as a resource. At the worst case, for a 1cmc spell this will almost always either equalize or trade up when it comes to mana investment if removed. This applies the understanding that playing more efficient spells provides resource advantage when an opponent spends more mana than we did on our play to interact with it. The most common time this can be observed is when someone's expensive creature, like Seedborn Muse, eats a Swords to Plowshares. In this example, the player who cast Swords is at a mana advantage over the opponent who owns the permanent it is removing. This means that the player who cast Swords (in theory) can play more spells than the opponent who used more resources on single spell. Of course the reasoning in casting higher-cost spells is that (generally) they have the potential to be more powerful and/or flexible than lower cost spells. This is the kind of value we get in reverse when an opponent spends 2+ mana removing Bloodchief Ascension, as we have only invested one mana into a threat that interacts with nearly every act of progression our opponents make.

If that wasn't enough... its also a win condition in the deck as it combos with Wheel of Fortune and also a deterrent for any graveyard strategy our opponents happen to be on. Is someone in the pod trying to have breakfast (Cephalid Illusionist + Nomads en-Kor/Shuko), perhaps with their with their Hermit Druid as well? Or maybe there is another Underworld Breach line being threatened? Well this card punishes these types of combos, making them difficult to win through once it is online.

Chthonian Nightmare
Recurring Nightmare is banned in this format. Anyone who has played against it probably understands this choice. Well, we now have a new version of this combo engine. We have a fair amount of stax effects in creature form, as well as a commander that likes to die over and over again. Recurring those stax creatures is the most common use for it. We Old Yeller'd our Ragavan, Nimble Pilferer during the discussion on Warren Soultrader, and sometimes we may need to consider doing the same to get a Mayhem Devil back online or set up our graveyard a bit more by bringing back a Goblin Engineer a few times. It also provides another resource to utilize, and though our deck doesn't rely on energy for anything else it is still "free" and most of our creatures create energy-positive loops. This is the sort of card which isn't directly part of any combo line, but we can never be sad to see it as an option when attempting to win via Underworld Breach since it adds some resiliency if it is around.

Underworld Breach
A resource-intensive, but flexible and resilient combo piece that acts as its own win condition. At surface level it provides a way to reuse spent resources, which is effectively similar in card advantage to drawing every card in our graveyard- sometimes multiple times. To abuse this as a card advantage engine that also sees new cards from our library, we just need to have a way to create mana and get 7+ cards into our graveyard. Many lists choose Brain Freeze to accomplish this, but since we are in the standard go-to is Wheel of Fortune. In addition to this, we need the mana-positive component to allow us to recast Wheel. Our deck is full of them. It is easy to settle for Lion's Eye Diamond, but we have tons of ritual effects that can also serve the same purpose. The advantage of the Diamond is to dump additional cards that were in our hand as escape fuel for the initial startup, so it is still the preferred piece. As we net cards and eventually see our whole library, we can cast components from our other combos or simply demonstrate a win with Glaring Fleshraker, Orcish Bowmasters, or an active Bloodchief Ascension. As powerful as this card is, we also shouldn't hesitate to use it if we need to just get some extra value or answer a problematic board state if this enables it. We have plenty of win conditions, but the immediate game state and what our opponents are doing is most important.

Agatha's Soul Cauldron
If this is in a list it should represent a game-ending combo revolving around graveyards. Any graveyards. We use Phyrexian Devourer's activated ability primarily, but things don't always go according to plan. It is always possible to snag opponents' creatures if we need to set up some utility. Here's a few common ones to look out for, but there are too many to list and still be comprehensible:
- Blood Pet/Tinder Wall: in a pinch it is a self-sacrifice outlet that makes mana.
- Bloom Tender: any mana dorks can work for us, we need to make as much as we can.
- Boromir, Warden of the Tower: indestructible to the team and potentially a fast-leveling ringbearer.
- Cathar Commando: we don't kill enchantments very well.
- Dauntless Dismantler: reset buttons are sometimes necessary.
- Deathrite Shaman: it never hurts to make more mana and further lock out graveyards.
- Ranger-Captain of Eos/Hope of Ghirapur: we don't get Silence in Rakdos.
- Vexing Shusher: solid effect that can help push our combos through and remove interaction from ones we need to stop.

Also, we can do some cool stuff with our own creatures too:
- Dauthi Voidwalker: if we can get +1/+1 counters on other creatures then we can use them to cast any spells exiled with void counters. Its no Mnemonic Betrayal, but its pretty good.
- Skirge Familiar/Treasonous Ogre: becomes "free" if we simply grant the ability we need from these to something else.
- Walking Ballista: as discussed before, allows us to utilize an infinite mana outlet which we can ideally add to Evereth, Viceroy of Plunder as a way to pump power. Additionally, any creature can be combined with Phyrexian Devourer as well if we can use a Voltaic Key/Manifold Key to untap the Cauldron.
- Warren Soultrader: converting creatures to mana on demand is always useful. This deck wants to have an instant-speed outlet around whenever possible.

Arcane Signet/Talisman of Indulgence
Solid mana rocks which produce the colors we need. These are the best of the ones which are not mana-positive in our list, and post-Peer into the Abyss we can use these that tap for color as a filter for the mana-positive ones like Grim Monolith or Mana Vault.

Chrome Mox
While I personally like including this the least out of the mox options, it is undeniably strong. Moxes legal to the format all have some kind of downside, and this one provides acceleration at the cost of a card with a color from hand. This can lead to some awkward mulligans, but ultimately if the hand still has a cohesive plan when down one card then this can still be a powerful component in that hand. However, even if the hand seems to work, if the acceleration this provides doesn't actually move our time schedule ahead then it is perfectly fine to sit on it until a better opportunity to use it arises. Just because it is zero mana to cast does not mean we have to windmill slam it on the first turn. Alternately, if we see that there is a player at the table which might be on wheels effects like Timetwister or Wheel of Fortune then we might want to consider casting this early so we can gain more advantage from their draw effect without losing our own value.

Cranial Plating
Low cost pump effect with high scaling. We can get this off of a Goblin Engineer search. Equipment in commander is... dubious at best as the decks in a meta become stronger, and there is no exception here. However, this does equip at instant speed which is a redeeming factor. While it may seem underwhelming as a "do nothing" slot on its own, it will almost always be able to pair with our commander. It is important to understand that damage does not need to be "infinite" to be relevant in the format. Even if this gives seven or eight more power it can be enough to finish off opponents, or severely weaken an Ad Nauseam or Necropotence. With our life-taxing subtheme against opposing resources, this piece represents a larger swing than we might otherwise expect from it in a 40-life format. Additionally, if we get the chance to give lifelink to Evereth, Viceroy of Plunder prior to throwing it this easily becomes a 30+ life point swing as well. On its own gaining life isn't very relevant in most commander games, but this also allows us to further fuel The One Ring and Treasonous Ogre. Its also not unreasonable to pair the throw at our opponents with a last minute Tainted Strike for the instant-win. The low investment and high ceiling of the payoffs are what keep this slot in the deck.

It is also completely reasonable not to be sold on this equipment. Generally I make it a rule not to add slots to a list that don't contribute on their own in some way. Therefore, if we decide to replace this we could select some protection like Bolt Bend, removal such as Abrade, a way to retain the value of +1/+1 counters we have made turn over turn by using The Ozolith, or even an extra turn effect like Final Fortune. We do want to be careful being too reactive in these colors though, as its not a strength we lean into for our overall strategy. Still it can be a flex slot for other tech or interactions if desired.

Grim Monolith/Mana Vault
Closer to a Dark Ritual than actual mana rocks in terms of acceleration, we will rarely untap these normally. However, there are quite a few synergies with Voltaic Key/Manifold Key in our deck, which makes the mana not only a reusable effect but pushes the amount they can make in a turn to . These are very powerful later in the game after resolving Peer into the Abyss, since we will need to refuel after the large mana commitment to drawing cards. These can easily be played from other free or low-cost acceleration, and we often aim to combine the mana these produce to cast artifacts which do make colored mana like Arcane Signet. It can be tempting to drop these large mana-producing effects early game, but if they don't actually set us up to cast a spell with the extra resource then its often better to keep in hand since they are mana-positive. This means that these can have an impact on furthering our board without committing them to play when they can be removed before providing any value.

Lion's Eye Diamond
This is an absurdly powerful effect with an excellent drawback if used properly. Most of the time, this powers our Underworld Breach lines. Most players have either seen or heard of this interaction. It allows us to make the mana to cast a Wheel of Fortune repeatedly to gain cards in graveyard so we can see every card in our library and play the critical mass of them required to win a game. It enables this very well.

Some players leave it at that. This is a very awkward source of mana, because it cannot be used to cast a spell from hand. But it does pay for other costs, such as our commander's death trigger. It can also be cracked in response to draw, meaning we can float the mana while our Wheel of Fortune is on the stack, even if we are not actively doing Breach lines. This will still set us up for them in the future, we just need to be wary of graveyard hate. This also goes for Peer into the Abyss. Many times we will want some mana to cast other mana acceleration after resolving that card to close out a game. The important thing is to be able to identify when we are "floating card draw" on the stack so we can identify other times to potentially add mana and maximize the value within the current turn.

Lotus Petal
Among the best ritual effects ever printed. Getting something from nothing is a hallmark of degenerate play, and that is always on our game plan. Unlike moxes, the only drawback this card has is a one-shot use. Of course we can always reuse this during an Underworld Breach line if necessary, and for zero mana we can chain out a Dark Ritual or Reanimate and potentially win the game on the spot. Not having to expend additional resources on this card for this effect is insane value and stretches the quality of the remaining cards in our hand. If only Simian Spirit Guide could produce as well.

Manifold Key/Voltaic Key
These cards represent incredible synergy with Mana Vault, Grim Monolith, and The One Ring all on their own. We can also utilize these as a kind of mana filter as well, allowing us to take and untap something like Arcane Signet to make more useful mana. Manifold Key also has the niche utility of allow us to force a creature through. Sometimes we need to murder a Teferi, Time Raveler or Tezzeret the Seeker before things can go wrong (if they haven't already). We can also maximize the damage we are doing with Evereth, Viceroy of Plunder, allowing us to swing unimpeded into an opponent, then sacrifice it to deal damage to each opponent. This helps us keep opposing life totals more normalized and controlled, which helps prevent a king-making scenario and allowing future damage bursts to align more easily. It can also be used to go a bit harder on an opponent who is representing an impending Ad Nauseam. They do a bit of everything in this list with further upside being that we can easily find them from Urza's Saga and Goblin Engineer when we need them.

Mox Amber
This probably has the least intrusive drawback of the rest of the moxes, but is also more likely to be a dead card in hand. Our commander is low enough cost to make use of this, and dropping it just prior or right after resolving our commander on a turn where we try to execute a combo can provide a surprise burst of speed alongside other Dark Ritual-effects, as it pays for the colored half of the death trigger on its own. It also has excellent synergy with other early explosive plays, like Ragavan, Nimble Pilferer and Mox Opal. The latter is specifically useful in turning on the Opal after resolving something like Peer into the Abyss for massive draw, which can enable a winning line after.

Mox Diamond
Unlike Chrome Mox, this does not represent the same level of disadvantage with its drawback. Since they require no mana to cast, they are not dissimilar to lands in effect. Therefore, when this requires us to discard a land as it enters we are not giving up on a card that allows us to interact with our opponents. Having something to do is always better than enabling us to potentially do something later at the cost of a spell we could have cast to impact the game. The prospect of trading a land drop now for one we would have made later sounds great, but we can still run into awkward hands where we only have one land and this card due to the low land count to accommodate the low curve in the deck. Sometimes this can be a reasonable keep, but it is likely not great due to the risk it represents. It is far easier to bounce or destroy an artifact than a land. Keep this in mind when a hand seems strong, as mox-accelerated starts tend to. These plans also more easily fall apart because of the toll on resources as a tradeoff.

Mox Opal
This represents excellent acceleration but with a different kind of downside that isn't always immediately obvious. It affects deck construction if we want to run it. It can seem like adding artifact acceleration is an obvious choice, but it softens us to stax like Stony Silence and Collector Ouphe by forcing more slots in our deck to also be cards which are weak to these effects. Additionally, we run artifact lands so we can increase this count which opens the lands up to artifact removal. There are different lines of thought when it comes to whether to include cards like this, but heavy mana acceleration is already on the game plan in this list. Still, its good to be aware so we can evaluate our mulligans if decks which run these particular stax effects are present.

The One Ring
Unless a deck is all-in on artifact hate stax lines, every list should be running this card. It randomly hoses many effects when it enters and does so for a whole turn cycle. However, it is important to know that since we gain "protection from everything" that we cannot target ourselves either. This can be troublesome if we try to use Peer into the Abyss in the same turn. A rare occurrence, but it is possible. Otherwise we use this to draw until either we die or our opponents die. If we can untap it and draw more, we do that. This is a game plan warping card once in play, and we should be trying to do this early and often.

Beseech the Mirror
With plenty of fodder to sacrifice to the bargain cost, this card actually provides a discount on spells we plan to cast immediately. The card is also exiled, so it gets around common stax effects like Weathered Runestone and Grafdigger's Cage. We do still need to watch out for Drannith Magistrate and Rule of Law-effects preventing us from casting the card from exile. Otherwise this card casts just about anything from our deck. Given that Demonic Tutor is to get the card to hand, then we must cast it after; this means to get the most value we would want to try to use this to cast cards of cmc 3+ for an actual discount (4 is needed if the sacrificed artifact is a treasure). It is not completely necessary, since we need what we need at the time we need it, but optimization helps us be more efficient with our resources.

Demonic Tutor
I don't know why someone would refuse to put this into a deck with in the color identity. It effectively represents a copy of every card in the deck for a few extra mana. Since our commander is part of many combos in the list, most are potentially lethal with only three pieces. This means if we have one of those pieces in our hand, then we should only need to tutor out the last component. Alternately, if we know a big turn is coming from our opponents then we can grab interaction that would shore up weaknesses in our hand. While the focus should not be on only "not losing" the game, it is still important to not lose. Grabbing a setup for a win that is a turn slower than our opponents' plans only leaves us dead.

Diabolic Intent
Everything about Demonic Tutor can be restated here, but with the caveat that the added cost to sacrifice a creature can be an upside as much as a detriment in this list. On the surface, to sacrifice our commander to get a death trigger isn't terrible. However, it is at sorcery speed so its more exposed as a combo outlet. It does allow for a quick life total taxation or clutch life-gain burst followed by a tutor effect, so it can be very valuable to set up a future turn. This kind of play would be something along the line of a mass drain from the death trigger, then tutor up a Reanimate for next turn provided we have another way to abuse a death trigger. Its just an example, but the difficulty of explaining tutors is that they are situational based on the current game state.

Faithless Looting
Sometimes Hoarding Broodlord or Phyrexian Devourer gets stuck in hand. Casting Broodlord for the full is way too fair, and casting Devourer at all is simply bad. With that said, getting something like that into the graveyard is a great way to improve the quality of our hand. A mulligan can look really great, but every hand is at the mercy of top-decking. Since we don't have access to we also don't have hand smoothing and card selection from cards like Brainstorm. Therefore, this card belongs in most lists that don't have other ways to provide low-cost card selection. We can take advantage of card recursion later as well, using effects like Reanimate and Underworld Breach.

Infernal Plunge
Low-cost sacrifice outlet that doubles as a ritual effect. The downside, like with Diabolic Intent, is that it comes at sorcery speed. Everything said about that tutor effect also applies here. Instead of a card from our deck, we get some follow-up mana to cast other things if we have them. The cost of is the main appeal, as it doesn't require much to get things going. We have better effects later on which are instants and far more suited to enabling combos. This is a slot that could potentially be considered for other cards if needed for specific matchups in a meta, but it is still powerful as an all-rounder type of card that does everything this list needs from it, despite not being able to take advantage of a commander like Rograkh, Son of Rohgahh for turbo reasons which is a more normal use case in decks. We shouldn't be afraid to use this on a creature we no longer need around if the extra mana enables us to advance our board.

Molten Duplication
Commonly used as a combo piece with Dualcaster Mage, and we do the same with it in this list. However, just like with Dualcaster it is not limited to only use with combo. Duplicating an Orcish Bowmasters prior to a Wheel of Fortune, a Mayhem Devil prior to sacrificing a bunch of treasure or Eldrazi Spawn tokens, Dauthi Voidwalker if we need a card from the void without releasing the lock on graveyards, or a Hoarding Broodlord if we are going for something really flashy and game ending are all potent uses of this as well. This can even be used to save us from our own The One Ring if we have gone too deep while enabling another draw by keeping the temporary clone.

Peer into the Abyss
Ad Nauseam is a far superior card on its own. It is important to get that out of the way. But a single card doesn't win games, no matter how strong the effect is. If that were true then we would all play mono-. This list runs Peer into the Abyss because the other card options we lean into for the deck's game plan are too costly to maximize the effect of Ad Nauseam. We cheat a lot of cards into play in our lines and they have very high mana values. With that said, our deck doesn't need to draw every card to win due to our combo density. Often it is enough to hit some big mana and tutor a few times. The similarity between the two draw effects is in how this deck would use either of them. We would utilize a mass of rituals, free or mana-positive mana rocks, and Skirge Familiar to power out recursive value from Underworld Breach or a few lines where we can sacrifice and replay our commander (with or without a killing wombo-combo). A critical quantity of sacrifice triggers or even simply finding some Dualcaster Mage shenanigans with all of the cards and mana in the world to back it up is enough. To this end, either Ad Nauseam or Peer into the Abyss would do what we need it to. If it were feasible to run both, we would. But this deck is powered by cards which favor a turbo build to power out larger plays instead of fast ones. The reason is that we are not the blue deck at the table, and the blue decks are poised to handle the fast combo lists. We want staying power to push into midrange while retaining explosiveness. Peer into the Abyss accomplishes this goal better, as we can still draw a ton of cards regardless of our life total as we swoop in after the dust settle to do broken things. This is why we have such a focus on staying power, and this is exactly what lists in this color pairing aren't expected to do.

Persist
The only creatures we really need to reanimate are Hoarding Broodlord and Skirge Familiar. The latter of those are still reasonable to cast. With the emphasis on Broodlord lines in our list, it is important that we can both recur it from the graveyard to start a Saw in Half chain but also to have the option to do it within a chain as well. Additionally, any redundant copy of something that can rebuy a creature from the graveyard adds flexibility to all of the other similar effects that we have, since we are no longer pressured to hold it for later plays or risk losing the line. Ultimately, Underworld Breach is the ultimate redundancy of effects; however, if we hinge everything on a single bottleneck it makes certain strategies make or break for the success of a list. As for other plays, sometimes we just need to get a stax piece back online. Note that this cannot be used on Evereth, Viceroy of Plunder, Ragavan, Nimble Pilferer, Sheoldred, the Apocalypse, and Rev, Tithe Extractor due to being legendary creatures. Still, this is a very mana-efficient choice for the slot.

If we want to pivot to plan for strategies where we may just need the one explosive turn, then we can replace this slot with Shallow Grave. Same cost, but with the benefit of being instant-speed and able to hit legendary creatures and give haste. Of course they will be exiled at end of turn as a trade-off, and they would have to be the latest creature in the graveyard. This is also a powerful card, but is more narrow over the scope of a game and very sensitive to things which can go wrong. It is perfectly reasonable to brew with though, as it is excellent with Evereth, Rev, and Ragavan specifically for some clutch value.

We can also talk a bit about Animate Dead while we are here too. Since Persist is sorcery-speed, there might be questions about what would make the card we chose to include the better choice. The answer is simple, and that's Underworld Breach again. The enchantment does a great job of putting something back into play, but the sorcery allows us to recast it multiple times in the same turn cycle if needed. Because of how niche that reasoning is, if we wanted to brew around Animate Dead instead for whatever reason, it will probably be almost indistinguishable in performance. I suppose an argument can be made that Persist is vulnerable to effects like Flusterstorm, and since it is often used in a spell chain we might run into some trouble with it as a result. This is where threat assessment can help shape our plays, and in this case opting to sequence the Persist at the start of the chain when Flusterstorm is at its worst might be a skill-oriented solution to keep more powerful synergies in our list.

Reanimate
This is the gold standard for creature recursion. A single and a life payment of the creature's mana value is all we need. A simple effect that can easily be abused in a 40-life format. Still, we should be mindful of paying life although it is an abundant resource. Typically we want to Reanimate targets when we can gain a bit more value than simply getting a creature into play. We have many ways to get excellent value out of this utilizing it in a sequence for something like Hoarding Broodlord lines. We should still ask ourselves if we really need a particular creature back when we cast this though. Rev, Tithe Extractor is a powerful effect, but how good is it when our board is empty or other creatures have summoning sickness? Is there a player on Ad Nauseam or Necropotence, or can we wait and see if there is a better time to redeploy something like Sheoldred, the Apocalypse to passively tax life totals to weaken those plays later. Do we want the Sirge Familiar when we don't have Peer into the Abyss? Just because a card may be cast does not mean we should be looking to cast it.

We should always be considering what our opponents have in their graveyards as well. Occasionally they will do us the favor of tutoring up what we need due to one of their lines being stopped by another player. It is completely possible to win via Thassa's Oracle or Hullbreaker Horror in this list during an Underworld Breach line, we just need to make sure we don't get tunnel vision on what we have going on. Using an Agatha's Soul Cauldron is a lot easier to time when we have a Grand Abolisher or Ranger-Captain of Eos to defend it. Getting creative is its own game plan, as non-standard play is much more difficult for most opponents to interact with compared to the same combo line they have seen a million times.

Strike it Rich
Sort of like a version of Blood Pet, with the upside of producing any color of mana instead. We can also utilize treasures with our commander which gives them additional value in the list. This is early acceleration as well as low-cost mana fixing that can help turn a Mox Opal on after a Peer into the Abyss. In a pinch it also has flashback, which is nice but will rarely be used. If there is something in a local meta which needs an answer, we can also use this slot as a way to flex it in since our list has many redundant ways to accomplish what this card sets off to do. Still, this is preferred if only due to how well it improves opening hands/mulligans while also being a way to filter mana from Treasonous Ogre in a pinch during Underworld Breach lines.

Toxic Deluge
Having outs to creatures is never a bad slot to plan into a list. Since our list is not turbo-oriented, we actually want a few ways to handle the mid to late game against aggressive strategies. Toxic Deluge provides for us at a great rate and will usually only require a minimal life payment, though having flexibility is usually a bonus. Maybe we need to wipe the board, but we managed to Reanimate an opposing Hullbreaker Horror. The ability to be selective here retains value from our previous plays. that is why this list opts to run two of the best sweepers for creatures in the format, this card and Fire Covenant, both of which provide similar flexibility in this way.

Twinflame
Primarily a combo piece for Dualcaster Mage. Technically inferior to Molten Duplication, but this enables some interesting low-resource tech for this list. Underworld Breach is a powerful way to end the game as it rebuys the value of everything we have cast as well as everything we can get into our graveyard from our hand and library. However, Breach lines are not infinite on their own and opponents will battle our resources to stop us from winning. This can cause situations where we may not have enough fuel to pay the card component of escape costs despite having more than enough mana to execute a win. In this situation we can improve the value of every escape cast we make by increasing the number of triggers we are using to kill opponents with it. Casting a Twinflame and striving it across multiple creatures like Glaring Fleshraker and Orcish Bowmasters can allow us to effectively double our output when resolving more Lion's Eye Diamonds or Wheel of Fortunes, without requiring more cards be spent to escape either of those effects or Twinflame itself. Even niche cases for improved efficiency can create windows where a win might not have been possible otherwise, and we don't even go out of our way to use this card in the list. Instead we need to be aware of frequently overlooked aspects of the cards we are already using.

Unearth
Reanimate's little brother, and a solid contributor to recursion strategies in the deck. There are seven creatures in the deck that this cannot (or should not) get back for us, but it can also be cycled if we don't currently need it. Still, this is over half of the creatures, including our commander, and with many graveyard tutors and other ways to fill our graveyard through discard it will usually have a target. Notably, all but Sheoldred, the Apocalypse from our stax selection can be brought back with this, making it a great use-case to plan for. Alternately, if we are on Inderworld Breach, this is an enabler that allows us to recur Evereth, Viceroy of Plunder multiple times for only and the three escape cards each time which removes some burden from the mana requirements on that kind of line. It actually makes something like Culling the Weak provide insane value as both a sacrifice outlet and cover the cost of the next few Unearths and Culling the Weaks, or even future triggers from Evereth within the line of play. This means that we will only have to manage the escape cards due to the mana being able to perpetuate itself when going for that type of win.

Unmarked Grave
Let's be real- this puts Hoarding Broodlord or Phyrexian Devourer into the graveyard, or sets us up with a missing piece from our Underworld Breach line. We might find other uses for it, since it can grab any non-legendary card in the deck, but along with Entomb this will mostly be used to sett up combo. Keep in mind that this type of effect can also help us cycle our The One Ring out of play if we need to reset the counters on it using Goblin Engineer and finding an artifact with 2-cmc or less. This is just one example of other ways it can be used, but with the amount of tutors we have access to we can often just go for the win by casting a few on a turn with an opening.

Wheel of Fortune
This is one of the things that can go horribly wrong during a game. Always check the types of decks we are playing against and the number of cards they will draw before using this. We are not the only player at the table. Refilling an opponent on x who has dumped a bunch of mana rocks is a good way to watch them untap and kill us. This also goes for any opponent who seems to be down on action. The worst thing we can do is unlock them to have things to do.

However, this is also a way to win the game. It is primarily used to provide positive card counts in our graveyard, or killing our opponents with Sheoldred, the Apocalypse, Orcish Bowmasters, or Bloodchief Ascension during Underworld Breach. But if we see a player acting suspicious by tutoring a few times and doing nothing afterwards, we may want to cast this to disrupt whatever terrible thing they are about to do. This card is a real test of situational awareness, as with any wheel-effect. Another powerful piece of tech with this card that we can access on turn one if we are the starting player is to take opponents off of mulligans. Provided they didn't all mulligan into oblivion, we can use fast mana to cast this on turn one, allowing us to refuel while taking everyone else off of their carefully considered opening keeps that they haven't gotten to play yet. When going first in a game this should always be at the back of our minds, even if we don't get to execute it often.

Burnt Offering/Sacrifice
Both of these accomplish the same goal, though Burnt Offering is a bit more flexible. The main things we will sacrifice to these effects are Hoarding Broodlord and Evereth, Viceroy of Plunder. This is not to say that other creatures can't be used to make mana when they aren't needed anymore, but the the vlaue we get from those creatures specifically is amazing. We can often turn the Broodlord into the greatest Dark Ritual ever, using a line that turns into . Worst case, we can spend a single mana to save a combo creature we will need later from an exile effect by sacrificing it to the cost to play one of these spells, doubling as a kind of protective interaction since we can recur creatures from the graveyard fairly easily.

Dark Ritual/Cabal Ritual
Use mana to make more than we put in. Dark Ritual-effects allow us to make bigger plays than we currently represent with our available mana, at earlier turns in the game than would normally be possible. This makes up for the short-lived acceleration provided from a temporary effect like this. Normally a deck full of these types of acceleration would be part of a turbo plan, a strategy that goes all-in on the first or second turn of a game, to win before opponents have set up. This is very high-risk, high-reward. It can easily fall apart as well, as this format usually has one or two players in the pod waiting to make that strategy sad. Still, sometimes it just works.

But what does that mean for us? We aren't turbo. Instead we want to push huge plays in the midgame after the turns is expected to be its most dangerous due to the abundance of turbo strategies. This helps us look fairly benign after the assumed critical turns, while being able to dump these burst of resources into a turn following a major showdown of the players that just shut down the turbo lists, and interacted with each other to stop their own wins. This does not mean that we aren't doing anything, we definitely want to be contributing to stopping out opponents' plans through interaction while setting up some taxation effects. In a sense we play out a lot like a Talion, the Kindly Lord deck in execution, trading access to counter magic for Underworld Breach. Our goal is to lurk, then win. Rituals help us do that when it is least expected. Additionally, they are nice to reuse during Peer into the Abyss and Underworld Breach lines, providing more consistency over needing a specific source of mana and allowing us to more easily pivot to another winning line if the current one is stopped.

Corrupted Conviction/Village Rites
Redundant effects that we want to utilize primarily to sacrifice Evereth, Viceroy of Plunder for its death trigger. There are even times when the cards we would draw don't even matter, instead this acts as a surprise sacrifice outlet as part of a cost to cast the spell for only . This is a recurring idea within the list, as we tend to want to do something powerful at instant speed for low to no cost while offering the smallest possible window for interaction. The theory here is that since we are not a deck, our strength is not on the stack itself. So instead we aim to control how the stack is used by our opponents through restricting priority whenever possible. This goes back to the way Protean Hulk was used when Flash wasn't banned. We limit the exposure of our combo rather than allow opponents to interact in a meaningful way. With these cards though, the worst case is that we get to draw two cards from a permanent that was probably doomed to begin with, so we end up recouping value from the sacrifice. We can also use these as Magic R&D probably intended and sacrifice our creatures for some return in value if they are on the other end of removal.

Culling the Weak
Not quite a Dark Ritual, but also not quite a Burnt Offering. This is a hybrid of both, allowing to produce a large, but fixed amount of mana while also being a sacrifice outlet. This is probably the best of these sacrifice enabling effects that isn't Phyrexian Tower when used with Evereth, Viceroy of Plunder specifically. It produces more mana in this situation, while streamlining our resources used if we need to loop this to win via Underworld Breach + Unearth. In this loop covers the mana costs of both spells and the death trigger while outputting . Similarly, we can get a large influx of mana from a creature that is past its prime, such as a Ragavan, Nimble Pilferer that can no longer profitably attack or a Goblin Engineer that was only meant to set up the graveyard as a tutor.

Deadly Rollick
"Free" exile effect when our commander is around. Many times there will be some creature in the way of a combo, like Dauthi Voidwalker, Drannith Magistrate, or Containment Priest. Since we are casting Evereth, Viceroy of Plunder in both winning lines and those which are designed to gain some value, we can use this card to remove a problem creature like the aforementioned without needing to use additional resources. There are lists where this is used more reactively to threats being deployed by opponents, and we could certainly do the same, but we often don't want to just be hanging out with Evereth on the board since it can paint a target on us when we aren't doing something absurd yet. Instead, we try to use this as part of a proactive plan to clear the way for our upcoming play. Because of how our commander is used in this list, this can be replaced by something like Snuff Out if a meta requires more reactive solutions. Our deck still has these kinds of options, but this card specifically aims to remove problems for us when they would actually affect us to most.

Deflecting Swat
This might be the best piece of stack interaction in commander. Changing the targets of a spell or ability out of nowhere while not having to show the mana to represent interaction is insane. Simply by virtue of being in color identity, an opponent who has not seen us cast this yet has to factor in the possibility of this card interacting with the stack any time our commander is on the field if we have even a single card in hand. The effect this can have on decisions within a game allows decks in this color to affect the game by only casting a commander. Since our commander is very combo-centric, we can anticipate that the stack will be busy while we are doing our thing. This means that this card is excellent protection during times when our opponents could have priority to interact with us, but when we lack our commander it also means that we also probably no longer need this protection due to how our combos can work. Basically, every deck in should run this card if they plan to cast their commander.

Entomb
The most powerful graveyard tutor in the game. There are many times that this is better than regular tutors like Demonic Tutor and Vampiric Tutor because we benefit from the card being in the graveyard rather than in hand, removing intermediate steps. Everything said about Unmarked Grave can be said here, except this is unconditional and instant-speed. Commonly used to set up Hoarding Broodlord + Reanimate lines. Sometimes we can get non-standard value out of it, such as tutoring a creature to an empty graveyard to allow for Evereth, Viceroy of Plunder to sacrifice to Chthonian Nightmare enabling a zero mana sacrifice outlet and setting up a future recursion. It provides whatever we happen to be missing for the current thing we are trying to do with Agatha's Soul Cauldron. It finds the missing piece of the value engine for our Underworld Breach. In many situations this card ends up being more powerful than hand tutors in this list.

Fire Covenant
In my opinion, this is the best creature removal in commander. There is a lot of competition for the title though, specifically with Swords to Plowshares. Fortunately, nobody has to agree with me for this card to be really strong. The benefit is an instant-speed, scalable, x-for-1 removal spell bound entirely by the amount of life we need to pay. This might seem like a problem, but we don't actually have to kill all of our opponents' creatures. In fact, doing so can often lead to king-making and this has come up a few times in this guide as something to avoid. There are many creatures we want to leaving in play because they prevent another opponent form winning the game. While this may cost , we get to sculpt the board to our liking. this is almost always a more powerful play than pure sweeping. Even with this cost, the card typing allows us to hold this until either the last minute or just before our turn to spend this mana, then untap and do our thing.

Flare of Duplication
Wizards sure seems to be printing a lot of silly things in the last few years. I'm glad it provides us with more ways to interact meaning fully with the stack other than running (which I say as a primarily blue player). Copying an instant or sorcery spell for free allows this to be whatever we need it to be in a clutch moment. There are times this only needs to copy a counter spell. Other times we might need to copy our own effect, like Hatred because we don't want to pay 30 life when 15 and sacrificing a monkey is more reasonable. There are even times when an opponent casts Demonic Consultation with a Thassa's Oracle in play, where we make a copy of the Consultation on the stack, as we Emergence Zone then crack our Dauthi Voidwalker for our own Oracle causing our opponents to collectively brown their pants. Anything can happen if we believe and our opponents underestimate us hard enough. Even at this isn't a completely terrible rate to pay for an interactive effect.

Flare of Malice
Removal that mostly represents a free "sacrifice as a cost" outlet for our commander that doesn't require targeting. In this way it acts as a catch-all enabler if we need it. The effect it provides is probably the weakest among all of the flare cycle, but this can randomly get something like a Hullbreaker Horror, Narset, Parter of Veils, or Tezzeret the Seeker if an opponent is on a creature-light list with impactful relevant slots. It also generates 3-for-1 value as each opponent has to sacrifice something, it just isnt always the something we need it to be. This is another card that could be considered for a different effect if needed, but acting as a sacrifice outlet with no real investment is a very important part of what we are trying to do here. Most of the time we don't even care if it resolves, the damage is already done.

Flaring Pain
There sure are a lot of The One Rings floating around. It seems like every turn an opponent is finding a way to cast a new one. Since a lot of our strategies involve doing damage to kill the whole table, we want to avoid some players incidentally giving themselves a 1-up due to this cast trigger. Sometimes we need to use something like Orcish Bowmasters to gun down a table of creatures, but an opponent may have given them all protection from our shenanigans. This card is a nice solution to many effects that try to shut off damage. Many do not know that the damage prevention clause from "protection" is circumvented with a card like this. The flashback on this card is also a selling point, as it can easily be discarded and forgotten about by opponents as it sits in our graveyard as some "jank" red card. This probably provides more "Gottem" moments than any other card in the list. Keep in mind that this does nothing to indestructible targets.

Force of Despair
Dying to Birthing Pod (Kiki-Jiki, Mirror Breaker), Najeela, Blade-Blossom/Derevi, Imperial Tactician, or Dualcaster Mage sure sucks. If only there was a "free" way to prevent this while allowing us to masquerade as being shields down when they go to combat. Thanks, Force of Despair. At the worst, This is simply a removal spell for something we were hoping our opponents would spend resources on first since we can wait until the end step of that turn to cast this if needed. But the ceiling is a huge blowout for an opponent. The timing on this card is probably the best quality though, as it represents a way for us to try to use our opponents' resources first while having a comfortable out to these situations if they have nothing. Its also entirely possible that we might not even be the one to die in the case of the Najeela combo, since the opponents more likely to interact will probably be attacked first. Might as well let that player do our work for us before killing all of their things, provided they aren't killing a player with an important stax lock on the table.

Hatred
Occasionally we just want to accidentally win. This card does that for a substantial mana investment. Fortunately, our deck is in a position to write those kinds of checks. This is an interesting card, because our commander naturally has evasion. This means that if we pump enough power into Evereth, Viceroy of Plunder, maybe give it lifelink by sacrificing a treasure, then attacking a problem player we can always kill someone with our commander prior to throwing her at the table. We should also consider that this doesn't always mean it will need to be a 21/2 creature either. Commander damage is nice and all, but we are built to tax life totals over a game, so along with the life players pay themselves and chip damage something like Hatred doesn't actually require intense life payments to do its work. It only requires enough. Just be aware of what the stax in play is affecting and don't king-make due to inattention.

Imp's Mischief
It is not Deflecting Swat, but there are a surprising number of players who never see this coming. We will take all of the interaction we can, and a lot of it in these colors is Misdirection. Primarily, we will use this kind of card to help the table prevent someone from defending their win. At it is possible we can use it to protect our own win, but keep in mind that this may slow us down a turn or create doubt during an important combo window turn. Our deck might produce a ton of mana, but it is also very mana intensive for what we try to do. We will probably need to defend some portion of the line we try to win with, but being selective rather than using something like this to delay our plan and brute force the win is probably a superior approach in most cases.

Pyroblast/Red Elemental Blast
We aren't the deck, but there will likely be a few of those decks at the table. As a combo deck, they are our natural enemy despite the fact that our overall strategy is designed to lean on their resources as they battle the table. A lot of the time these will be defensive measures to push our combo through or we will contribute towards stopping an opponent from defending their win. as a mana investment is easier than in costs we pay because most of our combo lines are heavily in cost. Another thing to consider is that we don't get access to Mystic Remora or Rhystic Study, and honestly we shouldn't allow our opponents to either. Even if they get a draw from this, it is well worth that price to not lose to overwhelming card advantage.

Though similar in use, there is a huge difference between these two spells. Pyroblast is specifically weak to redirects like Deflecting Swat, as any spell or permanent of any color, depending on mode, is a legal target and will simply not be destroyed or countered if not . Therefore, it always answers the Pyroblast provided there is anything on the table or stack to redirect it to. We want to keep this in mind if our opponent is in a color identity with a high likelihood of running these effects.

Return the Favor
Stack interaction at a substantial cost, but the effect is powerful. Being modal, we can either copy a spell or redirect it for . However, for we get both modes. This represents a way to heavily influence a well-defended stack and has a very high likelihood of preventing a win by redirecting interaction and copying another piece of interaction, creating two prevention measures at once if it resolves. There is still the chance that something like a Deflecting Swat can cause this to backfire as well, so while it is a solid way to prevent a win, it can also force it through if the opponent has the right interaction. Using this at the end of the stack fight will lower the chances of this happening, so try to let the players duke it out and pay attention to when our last chance at priority is.

Saw in Half
It may say "destroy target creature" but this is not a very good removal spell. Instead, this is a combo piece. Hoarding Broodlord specifically combos with this card to allow for a ridiculous and flexible series of tutor chains in our list. We have covered how these lines work in combos and in the creature section with Broodlord. However, as long as the creature does not have 1 toughness we can also use this to clone something of ours if needed. Dauthi Voidwalker allows for a redundant lock on graveyards, while representing two creatures which can be cracked for spells. This is a real late-game threat if not removed. Alternately, even a creature with 1 toughness like Imperial Recruiter or Goblin Engineer will still trigger enter the battlefield abilities prior to dying to state-based effects. This allows us to get a total of three tutors from either of these, which has the potential to set up all the action we could need given the current board state. Glaring Fleshraker is another great target, as every artifact we cast will create even more mana and double the tax on life totals while shrinking the requirement to actually use these to kill the table.

Tainted Strike
This is one of my favorite combat tricks, but it is in the list because it makes it significantly easier to kill our opponents with Evereth, Viceroy of Plunder. Just like it can gain lifelink through its own ability, when it gains infect it will deal damage as poison to each opponent hit with its death trigger. This lowers the requirement to kill down to making Evereth at least a 9/2 creature. Things like its own sacrifice ability, Hatred, and Cranial Plating all accomplish this very quickly. It also reduces the escape resources we need when looping Evereth during an Underworld Breach line since we can give it infect prior to being sacrificed if we need to get the last few poison counters on opponents.

There also aren't many poison strategies, though they do come up. Because of this, we can use this card to prevent an alpha-strike against ourselves or an opponent with an important stax lock on the table by turning the last few points of lethal damage from a creature into poison instead. We can also apply this to an Orcish Bowmasters prior to using a Wheel of Fortune if we can force a few extra draws or kill indestructible creatures with -1/-1 counters from the ping. This also potentially punishes players when one or more Rhystic Study, Mystic Remora, or The One Ring activations are occurring during a turn with heavy stack interaction. Low cost investment for a card with a lot of flexibility.

Tibalt's Trickery
An actual, unconditional, counter spell in with a drawback that comes with a lot of mixed feelings. The spell they would get anyway could be anything. The ideal scenario is where we prevent a win only to cause them to have to bottom another card or combo piece they aren't ready for given the board. The worst case is we get blown out by giving them a better version of what we are trying to stop. Here is how to look at it though, if they were going to win anyway, we can either end up preventing it as a last resort or they still win anyway. Either way it can only change the outcome in a positive way or not affect the situation at all. Since there is no situation worse than losing when evaluating a play this only has an overall positive impact on our own situation. However, when we counter something that isn't damning we open this card up to its floor where we can potentially hand a win to that opponent. Using proper threat assessment can allow us to never experience that floor scenario, but it is understandable to want to swap this for something that can be more well rounded for the games expected from individual pods or metas. Because we need multiple ways to contribute to preventing wins from opponents, we should be playing this card in these colors when possible.

Vampiric Tutor
This is probably the best generic tutor effect in the game. Instant speed for only means we will always be able to choose the most relevant card when this is cast, and the two life payment is negligible. A deck with in its color identity should be running this card.

Here is where utility lands will be covered, but dual lands and basics shouldn't need a section of their own. We can also talk about all fetch lands at the same time, so they will be up first. Some decks cut basic lands in favor of some form of "check lands" that produce multiple colors of mana, but cannot be fetched as they don't have a basic land type. It is important to know that these types of lands are always considered, but the presence of Blood Moon/Back to Basics effects and Path to Exile, among other basic land sensitive interactions exist in the local meta. Trimming down the fetch land package and running check lands like Luxury Suite and Blazemire Verge is perfectly reasonable.

Bloodstained Mire (Fetchlands)
These are a staple for a reason. They fix colors which smooths mulligans when deciding on an opening hand, and even in mono-colored decks they are still included due to providing an on demand shuffle while marginally thinning the deck of land draws. As a game goes on, this is usually desired, but may be considered a drawback if missing critical land drops. Our deck benefits by creating more fuel for escape costs. Normally, the minor deck thinning isn't very relevant but our deck can operate on very few land sources of mana, so its almost always better to try and see spells once we have two or three in play. We can also consider a card like Praetor's Grasp. If we are targeted by this type of effect, usually the response is to pick our deck up and hand it to our opponent to search without thinking. But what if we had just top-deck tutored prior, or fetched a Raucous Theater and left the card on top? That opponent should always check the top card first, and now has some extra knowledge about our hand and plan based on what card they could see on top. Its always best to crack a fetch before allowing an opponent to search our library to hide information.

Ancient Tomb
The life loss from this can add up over a game, but the acceleration it provides is always worth the trade. This is one of the more powerful lands in the format for a reason, and unless a deck is so mana-pip intensive that it cannot use the mana from this outside of a handful of cards it should be in almost every list. The only card we have that relies specifically on is Glaring Fleshraker, and we have enough utility lands in the deck to cover it along with artifact ramp. Still, we would want to consider if we need the generic mana source when keeping an opening hand.

Emergence Zone
I recognize that this is a good land, but I generally dislike sacrificing lands for effects we can get elsewhere. In this list we benefit from many of our spells being able to be cast at instant-speed, and with no other way to universally create this effect (in a respectable way... Vedalken Orrery is not good) we turn to this land. Realistically, we shouldn't need this effect to be reusable over the course of a game, but we should take careful consideration to when we sacrifice it.

Fomori Vault
What was Wizards thinking when they printed this? I don't see a lot of people talk about it, but it is in quite a few lists. This is premium card selection in any deck that runs a high volume of artifacts. That describes most commander decks, particularly those that want to make treasures. The utility land slots are competitive in most 3+ color lists, but this should be an auto include in most decks that aren't running Collector Ouphe and Friends™. But that's when talking about what this provides most lists. We are a graveyard recursion deck. This means the card we pitch to this effect is often supposed to either be in the graveyard already (Phyrexian Devourer...) or is something we will be able to Reanimate for value like Hoarding Broodlord.

Gemstone Caverns
Mox Land usually disappoints me in practice. However, the opening hands where everything aligns it is good are usually insane. We just have to be careful because we are already not the first player in this scenario, but we have done something that paints a target on us. The drawback of this land being terrible without a luck counter doesn't hit us as hard as some decks, since we run a lot of artifacts and only need to fix for two colors.

Great Furnace/Vault of Whispers
A concession to Mox Opal, Goblin Engineer, Cranial Plating, and Fomori Vault. The upside of these cards were good enough to get them banned from standard once upon a time, and we use them in a similar way, allowing our land drop to be checked as another permanent type. The downside is that we are not playing Ravager Affinity and murdering the dreams of helpless kids at our local card shop at FNM. this means that while good, they are not nearly as broken as they have been in the past and are occasionally a liability due to ways most decks have ways to destroy artifacts. This opens our lands up to removal that doesn't normally affect them, which can be real awkward in some opening hands if an opponent wants to punish this greed.

Phyrexian Tower
Probably the best land in this deck. This is the only effect in the list that is a self-contained sacrifice outlet for Evereth, Viceroy of Plunder which can also pay for the cost of the death trigger. This is because mana produces from lands doesn't "go to the stack" and is simply added to the pool. Spells like Culling the Weak need to resolve to add their mana, so due to timing restrictions alone it is impossible for them to pay for a trigger caused by paying part of their cost. Also, being a mana ability means that activating this land cannot be interacted with, which is helpful when denying priority windows. Even without its assistance with combo, this is an excellent source of acceleration and can set up nice value plays with something like Chthonian Nightmare as well.

Takenuma, Abandoned Mire
This represents a need to protect certain combo pieces or rebuy a creature we need for a stax line at instant speed. Since channel is an activated ability, it is harder for our opponents to interact with. These colors have excellent graveyard utilization, but fairly poor graveyard protection. If we can save a combo piece, particularly during an Agatha's Soul Cauldron activation or Underworld Breach line it can be more efficient than changing over to a new plan. Otherwise, it is a land that produces with no other real downside expect for being non-basic. Always be vigilant during opening hand mulligans for weaknesses to auto-losing to a Blood Moon, Magus of the Moon, Back to Basics, or Harbinger of the Seas from decks that typically run them.

Treasure Vault
Making treasures is massively beneficial to our list. With enough mana and snagging a Silence-effect from our opponents for some protection, we can pitch these to Evereth, Viceroy of Plunder if we need to go a' murderin', otherwise we can funnel some temporary mana into treasures for later. This is also an artifact land for cards that synergize with a lot of artifacts. Overall this is a solid slot in the list.

Urborg, Tomb of Yawgmoth
Mana fixing that also allows our fetch lands to produce mana if we run out of lands to find. It rarely happens, but sometimes games can go long. This deck also wants to make as much as it can, so giving the utility lands options to tap for it is quite helpful. Occasionally we will also be mana-fixing our opponents, but this card always has an upside for us and is usually worth the include. It is also an easy card to replace with something like a check land or even another basic swamp if the local meta is forged out of Blood Moons.

Urza's Saga
Once again, Wizards printed something completely broken that is good in almost every deck. This deck benefits directly from everything this land can do, and the tutor it provides grabs most mana fixing as well as something like Voltaic Key if we have a hand that can abuse Mana Vault, Grim Monolith, or The One Ring.

I intend to keep this primer updated as the deck continues to evolve from here. I think that due to the type of combos it supports and the stable gameplay approach that it has some real potential to shine. Ultimately, this is not the only way to build Evereth, Viceroy of Plunder, but it does represent the power the list can be capable of when it comes to being able to assert a win.

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Casual

100% Competitive

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Date added 3 months
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

48 - 0 Rares

11 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.20
Tokens Construct 0/0 C, Copy Clone, Eldrazi Spawn 0/1 C, Energy Reserve, Orc Army, Treasure
Folders ?, Decks to tryt, decks
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