- dave-lo2026-10-22 · on AltairSynergies * Warstorm Surge and Massacre Girl, Known Killer makes it so many of your creatures ETB, kill something, and draw a card. * Underworld Breach and any entomb effect with enough cards in the yard is GG. First get Wheel of Fortune to help fill the yard. Then entomb Buried Alive to get Dockside Extortionist, Goblin Welder, and any sacrifice outlet. You can generate crazy mana and dump all creatures in the deck into the yard. Then entomb Bolas's Citadel (use Goblin Engineer if necessary), use Goblin Welder hasted by Lightning Greaves or Anger to bring Citadel to the battlefield, then sacrifice Welder and recast it. Entomb again into Aetherflux Reservoir and Weld that onto the battlefield too. This brings the Bolas's Citadel + Aetherflux Reservoir combo online. Just cast the deck and nuke each opponent. Toolbox Line * Once you have Conspiracy or Maskwood Nexus or Ashes of the Fallen, you can start using Altair on all of ETB creatures that are not assassins, particularly Dockside Extortionist, Recruiter of the Guard, Moon-blessed Cleric, and Vile Entomber. * You can use Recruiter of the Guard into Moon-blessed Cleric into Conspiracy to get there. Or alternatively you can use Goblin Engineer into Ashes of the Fallen. * Chainer, Nightmare Adept and Graveshifter can also help in the recursion if you have a sac outlet out. Nonbos * Note that Assassins will not fire attack triggers when copied via Altair, as they enter already attacking. * Similarly, Aurelia, the Warleader and others that become Assassins via Conspiracy or Maskwood Nexus and are memorized by Altair will also not trigger on attack because they also enter attacking.
- # Power Level This deck is easily an 8 or 9 in power level and you'll often quickly be the archnemesis at the table. # Synergies "Doing the thing" with this deck means getting Marchesa, the Black Rose out, getting counters on our own creatures, and sacrificing them for value every single turn if possible. Most people have no idea that this is "the thing" with this deck. This makes this deck naturally very resilient to removal. Any removal based on damage, sacrifice, destroy, or -x/-x will do nothing as it's all coming right back (only vulnerable to bounce, exile, and -1/-1 counters). And once we get a sacrifice outlet out, most other removal is meaningless too... just sacrifice our whole board and it comes right back at the next end step. Graft cards can be used to add counters to really buff these loops where those creatures wouldn't already enter with counters on their own. When multiple permanents enter at the same time, they "see" each other entering. Graft has the graft creature enter with those counters, and then the creature "sees" the other creature enter, we can move a counter over to the other creature. Iron Apprentice serves a similar purpose to graft -- just sacrifice it every turn while Marchesa is out to distribute its counters. Backup creatures will be used on themselves, unless there's another source of counters. This is because once we have Marchesa, the Black Rose out, each creature with backup is both providing counters and a sacrifice outlet for value. So for example, Scorn-Blade Berserker is 1 colorless to draw a card, once per turn (even our opponents' turns). All the temporary red theft cards are really permanent theft. Once we steal the creature, we will give it a counter through some means (sometimes via dethrone), and then sacrifice it. It'll come back under our control, and until it's exiled or they take out Marchesa, in all likelihood, it'll stay on our side of the board for the rest of the game. Getting out Mikaeus, the Unhallowed with Marchesa, the Black Rose is a house, as we can take any non-human creature... * if it doesn't have a counter, we can sacrifice it and it'll come back immediately with a counter. * if it does have a counter (including if it just came back with undying), we can sacrifice it and it'll come back EOT. # Combos Mikaeus, the Unhallowed with Triskelion is a two card infinite damage kill. Remove two counters from Triskelion to ping for one damage each, and then the last counter is removed to ping itself, so it will now come back. Tutor into Snapcaster Mage and then use that to recast the tutor either for a counter source, a sac outlet, or a creature to pop off with, whatever you don't have. # Card Selection ## Creatures with +1/+1 Counter Abilities https://scryfall.com/search?as=grid&order=name&q=%28%28%28o%3Awhen+or+o%3Aenters%29+o%3A%22%2B1%2F%2B1+counter%22%29+or+o%3Afabricate+or+o%3Amodular+or+o%3Areinforce+or+o%3Amentor+or+o%3Aexplore+or+o%3Aconnive+or+o%3Aevolve+or+o%3Aamplify+or+o%3Abloodthirst+or+o%3Abolster+or+o%3Aunleash+or+o%3Adevour+or+o%3Asupport+or+o%3Ascavenge+or+o%3Aadapt+or+o%3Ariot+or+o%3Aundying+or+o%3Abackup+or+o%3Agraft%29+-o%3A%22enchant+creature%22+commander%3Aubr+order%3Aedhrec&unique=cards ## Protect Marchesa The deck falls apart if Marchesa gets removed or debuffed by something like Humility, so it's extremely important to protect Marchesa and her counter-return ability. Luckily, the removal needs to be exile-based, or she needs to not have a counter on her, as we will almost always have a sacrifice outlet out, and we work to make sure she almost always have a counter on her. The mechanics and interactions of this deck are complicated enough that people often don't realize the resiliency of the interactions until it's far too late. And even for those who do, it's still extremely resilient. To this end, we have Deflecting Swat for spot removal, as well as multiple counters. ## Maybe * Voldaren Thrillseeker is hit or miss, basically a lightning bolt every turn. Typically with this deck, backup creatures target themselves, so once Marchesa is out, this is 1 colorless to bolt every turn. * Workhorse with just a sac outlet is 3 colorless per turn. Add Mikaeus, the Unhallowed and it's infinite colorless. * Crystalline Crawler is infinite colored mana with Mikaeus, the Unhallowed and a sac outlet, but pretty bad without as it's a cast trigger, not ETB. It also often won't have haste to add its own counter with the tap ability. * Warstorm Surge * Body Launderer can load our own graveyard and bring them back rapidly, especially when loading it with The Ozolith * Junji, the Midnight Sky can lock the game down with Marchesa, a sac outlet, and a counter source -- just have each opponent discard two cards every turn during their draw step, and then we reanimate whatever they drop. * Atsushi, the Blazing Sky is great for making treasures, but watch out when using it to impulse cards -- while we do get to cast the impulse cards until the end of our next turn, we often don't want to lose them. This means on our opponents' turns, we'd sac for treasures, and on our turn, we'd sac for impulsed cards. * Sage of Fables used to be a staple of this deck, as it has Marchesa enter with a counter for her own protection. And it makes Glen Elendra Archmage into a soft-lock. But where it also used to be a strong draw slot, it's relatively a lot weaker than what else is available. * Power Conduit can move counters around once we start getting a surplus of counters. You can even have it move counters onto itself or lands just to store extra counters. * Patron of the Vein is removal that can fire every turn while also providing counters to most of our creatures. * Seize the Spotlight is conditional theft that will often act more like a free draw-three. * Thought Sponge is basically 6+ cards per round if you have a sac outlet. ## Nope - Counter Sources * Drana, Liberator of Malakir used to be a staple as she'd attack and put a counter on everything, but there are far more high quality counter sources now. * Feast on the Fallen makes us the kill magnet because no one wants to give us value on it. * Guildmages' Forum costs an extra mana, only applies to multicolored creatures, and there just aren't enough of them. * Opal Palace is underpowered as it still costs an extra mana, and only adds counters to the commander. * Unspeakable Symbol used to be a staple in this deck, but so many things grant counters now that it's no longer as necessary. * Wizard Class is over-costed. * Thran Vigil hits all creatures but only applies during our turn. * Spellgorger Weird and the rest of the counter-on-self-on-cast don't generate enough counters. ## Nope - Ramp * Wayfarer's Bauble is just over-costed, there's no synergy in recurring it. ## Nope - Sacrifice Outlet * Altar of Dementia * Bloodflow Connoisseur is just overcosted. ## Nope - Interaction * Essence Capture is just too low impact. We don't want to wait on our opponents to cast a creature to get a single +1/+1 counter. * Grimgrin, Corpse-Born is a sac outlet, counter source for itself, and removal. The removal requires attacking though, which makes this often too slow. * Thraximundar is not a sac outlet like Grimgrin, but it does add counter to itself, it's also removal, and most of all, it has haste. Problem is just that requiring it to attack means it only does its thing once per turn cycle. * Field of Ruin is out for Demolition Field. We already have a few tutors so we don't need multiple. Most lands are not a problem for this deck as we're not dependent on beatdown. Even Tabernacle is only a speedbump (once we have a counter source, we want our creatures to die), so land removal would mostly be to stop Gaea's Cradle. * Havoc Eater can endlessly goad OPs' creatures as it provides counters and effects, but it's really overcosted, and we'd rather just take OPs stuff. ## Nope - Theft * Conquering Manticore * Geyadrone Dihada usually only steals something once. We'd much rather have theft on a creature. * Gisa, Glorious Resurrector has the same issue as Revel in Riches. Waiting for creatures to die on our opponents' side of the board just isn't fast enough. * Press into Service sounds nice as it's theft with a counter, but nowadays is wildly overcosted. ## Nope - Other * Drivnod, Carnage Dominus isn't out because doubling death triggers is just win-more in this deck. * Fain, the Broker is over-costed because it requires tapping and the untap ability is way too expensive. When the deck is moving, we want multiple sacs per turn, multiple counters per turn. * Mephidross Vampire requires those creatures to actually deal damage to other creatures to add counters. * Nazgul is just one counter on itself per turn. That's outclassed. * Omarthis, Ghostfire Initiate and other creatures that enter as 0/0s without any counters don't cut it in this deck. They need to enter with counters already on them. * Scourge of the Throne having the same trigger condition as dethrone makes it much worse. We can be a combat deck, but often are not because we'd rather just sac our creatures and watch our opponents get drained. * Steel Dromedary is far worse than Iron Apprentice as it only does 1 counter per turn cycle. * Walking Ballista is far worse than Triskelion in this deck because it doesn't have any counters that it enters with. * Vadrik, Astral Archmage just doesn't have enough of a way to get counters. It's almost never going to trigger. * Shifting Shadow sounds nice in theory except the creature coming in must sit and do nothing the whole turn cycle. If that creature dies for any reason, the aura is gone.…
- dave-lo2026-10-22 · on Otharriproliferate https://scryfall.com/search?q=oracle%3Aproliferate+commander%3AWR+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name enters https://scryfall.com/search?q=%28oracle%3A%22whenever+a+creature+enters%22+or+oracle%3A%22Whenever+a+creature+you+control+enters%22+or+oracle%3A%22whenever+another+creature+enters%22+or+oracle%3A%22whenever+another+creature+you+control+enters%22+or+oracle%3A%22whenever+a+token+enters%22%29+commander%3AWR+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name battalion https://scryfall.com/search?q=%28%28o%3A%22attacking+creatures+you+control%22+or+o%3A%22attacking+creatures+get%22+or+o%3A%22attacking+creatures+have%22%29+or+%28o%3Awhenever+%28o%3A%22creature+you+control+attacks%22+or+o%3A%22and+at+least+two+other+creatures+attack%22+or+o%3A%22and+at+least+three+other+creatures+attack%22+or+o%3A%22and+at+least+one+other+creature+attack%22%29%29%29+commander%3AWR+order%3Aedhrec&unique=cards&as=grid&order=name
- without paying its mana cost https://scryfall.com/search?as=grid&order=name&page=2&q=oracle%3A%22without+paying+its+mana+cost%22+commander%3AWUB+%28game%3Apaper%29+order%3Aedhrec&unique=cards untap https://scryfall.com/search?q=oracle%3A%22untap%22+oracle%3A%22lands%22+commander%3AWUB+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name best 2 or less cmc instants/flash https://scryfall.com/search?q=cmc%3C%3D2+%28t%3Ainstant+or+o%3Aflash%29+commander%3AWUB+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name costs less https://scryfall.com/search?q=%28o%3Adelve+or+o%3Aconvoke+or+o%3Aimprovise+or+%28o%3A%22costs%22+o%3A%22less+to+cast%22%29%29+commander%3AWUB+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name costs less 2 https://scryfall.com/search?as=grid&order=name&q=%28o%3A%22costs%22+o%3A%22less+to+cast%22+%28o%3Aif+or+o%3A%22for+each%22%29%29+commander%3AWUB+%28game%3Apaper%29+order%3Aedhrec&unique=cards
- dave-lo2026-10-22 · on Evelynvampires https://scryfall.com/search?as=grid&order=name&q=%28oracle%3Avampire+or+type%3Avampire%29+%28game%3Apaper%29+commander%3Aubr+order%3Aedhrec&unique=cards from exile https://scryfall.com/search?q=%28oracle%3A%22from+exile%22%29+%28oracle%3Acast+or+oracle%3Aplay%29%29+%28oracle%3Awhenever+or+oracle%3Aless%29%28game%3Apaper%29+commander%3Aubr+order%3Aedhrec&unique=cards&as=grid&order=name don't own https://scryfall.com/search?as=grid&order=name&q=oracle%3A%22don%27t+own%22+commander%3AUBR+(game%3Apaper) cost less https://scryfall.com/search?as=grid&order=name&q=%28%28oracle%3Acost+oracle%3Aless%29+or+oracle%3Aconvoke%29+%28game%3Apaper%29+order%3Aedhrec+commander%3Aubr&unique=cards
- creature type https://scryfall.com/search?as=grid&order=name&q=%28oracle%3A%22creature+type%22%29+commander%3AU+%28game%3Apaper%29+order%3Aedhrec&unique=cards zombies outlaws rogues https://scryfall.com/search?q=%28oracle%3Azombie+or+oracle%3Arogue+or+o%3Aoutlaw%29+commander%3AU+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name
- dave-lo2026-10-22 · on Ixhelhttps://scryfall.com/search?as=grid&order=name&q=%28oracle%3A%22poison+counter%22+or+oracle%3Ainfect+or+oracle%3Atoxic%29+%28game%3Apaper%29+order%3Aedhrec+commander%3Agwb&unique=cards https://scryfall.com/search?q=%28oracle%3Aproliferate%29+%28game%3Apaper%29+order%3Aedhrec+commander%3Agwb&unique=cards&as=grid&order=name
- dave-lo2026-10-22 · on Tatyova## Synergies This deck has multiple redundancy blocks. [Creatures that tap to put in another land](https://scryfall.com/search?q=%28oracle%3Aput+oracle%3Aland+oracle%3Abattlefield+oracle%3A%22%7Bt%7D%3A%22%29+%28game%3Apaper%29+order%3Aedhrec+type%3Acreature+commander%3AUG&unique=cards&as=grid&order=name) synergize much better than raw extra land drops. This is because we have Retreat to Coralhelm and Seedborn Muse. * Llanowar Scout * Sakura-Tribe Scout * Walking Atlas * Scaled Herbalist * Skyshroud Ranger -- note that this only can be used sorcery speed so it doesn't work with Seedborn Muse. Mana Breach and Gaea's Cradle with extra land drops is near infinite mana. When fetching basics for anything, make sure you grab the Snow-covered Forest or Snow-covered Island as they will count as an additional land for triggering Field of the Dead. Lands => Draw * Tatyova, Benthic Druid * Horn of Greed * Nissa Vital Force * Aesi, Tyrant of Gyre Strait Creatures => Mana * Earthcraft Lands => Mana * Lotus Cobra * Nissa, Resurgent Animist * Tireless Provisioner ## Combos The goal of combos in this deck is that most pieces have multiple cards worth of redundancy, and often a single card does not draw enough removal until it's too late. Walk the Aeons gives to infinite turns whenever we have any card that lets us play lands from our graveyard, and we have multiple land drops, and at least 3 islands to throw away.
- https://scryfall.com/search?as=grid&order=name&page=4&q=%28oracle%3A%22exploit%22+or+oracle%3Aaffinity+or+oracle%3A%22gain+control%22+or+oracle%3A%22costs+less+to+cast%22+or+oracle%3Aencore+or+oracle%3Acopy+or+oracle%3Aoffspring+or+%28oracle%3Awhen+oracle%3Adies%29%29+type%3Acreature+commander%3AR+%28game%3Apaper%29+order%3Aedhrec&unique=cards * theft * when dies * copy / offspring * affinity / costs less * prototype does NOT work as you want... the alt cost is the mana value on the battlefield so you don't get to cheat it out eldrazi https://scryfall.com/search?q=%28oracle%3Aeldrazi+or+type%3Aeldrazi%29+commander%3AR+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name
- Underworld Breach and Wheel of Fortune are not directly infinite, but you can combine with some combination of Dark Ritual, Storm-Kiln Artist, and Birgi to pop off, rip through your whole deck. Eventually get to Sheoldred and win the game right there. One common line... 1R, Underworld Breach (1R) 1B, -3GY, Demonic Tutor from graveyard to fetch Wheel of Fortune (2BR) 2R, Wheel of Fortune (4BRR) 1B, -3GY Demonic Tutor from graveyard to fetch Dark Ritual (5BBRR) B, Dark Ritual (5BBBRR, BBB in pool) B, -3GY Dark Ritual from graveyard (5BBBRR, BBBBB in pool) Even better if you have Vampiric Tutor and Bolas' Citadel.
- dave-lo2026-10-22 · on EtrataEvasive Assassins https://scryfall.com/search?q=%28oracle%3A%22can%27t+be+blocked%22+or+oracle%3Awalk+or+oracle%3Aflying+or+oracle%3Ahorseman%29+type%3Acreature+%28type%3Aassassin+or+oracle%3Achangeling%29+commander%3AUB+cmc%3C%3D1+legal%3Acommander+order%3Aedhrec&unique=cards&as=grid&order=name Haste https://scryfall.com/search?q=oracle%3Ahaste+commander%3AUB+%28game%3Apaper%29+order%3Aedhrec&unique=cards&as=grid&order=name EDHrec https://edhrec.com/commanders/etrata-deadly-fugitive Morph/manifest/cloak/disguise https://scryfall.com/search?q=%28oracle%3Adisguise+or+oracle%3Amanifest+or+oracle%3Amorph+or+oracle%3Acloak+or+%28oracle%3Aturn+oracle%3Aface%29%29+%28game%3Apaper%29+order%3Aedhrec+commander%3Aub&unique=cards&as=grid&order=name
- dave-lo2026-10-22 · on Akiri# Strategy The idea is to get a few creatures out, each with 1+ equipment on them, so we can start drawing and impulsing into a bunch of cards every turn. This snowballs us faster into our win conditions. ## Win Conditions **Infinite alpha strikes** involve getting out multiple equipped creatures and swinging with them repeatedly. While there are certainly more cards involved in this, these loops are by far the most common way of our deck popping off because there's a ton of redundancy, practically everything in the deck feeds into these, and opponents will often let pieces stay on the board long enough to pop off. * Waves of Aggression and Akiri, Fearless Voyager can put us into near-infinite combat steps as we keep drawing, and keep untapping, and discarding lands to re-cast Waves of Aggression. This usually needs to be fed by Sword of Feast and Famine or Professional Face-Breaker. * Aggravated Assault with Sword of Feast and Famine is frequently going to be unlimited combat phases. * Aggravated Assault with The Reaver Cleaver will go infinite if it can connect and deal 5+ damage. * Aggravated Assault with Professional Face-Breaker does not go infinite as it caps out at 1 treasure per opponent, but you can usually get many off. Our **two-card infinite combos** can also close out the game but they're expensive on their own and they're usually removal magnets. These are combat wins if the opponents don't have instant speed removal, indestructible blockers, or fogs. * Aurelia, the Warleader with Helm of the Host. Every time the copy triggers, we get another combat step. Keep sending in the copies. * Godo, Bandit Lord with Helm of the Host. Every time the copy triggers, we get another combat step. Keep sending in the copies. **Draw the deck**: * Smothering Tithe, Underworld Breach, and Wheel of Fortune lets us just draw the entire deck if our opponents don't get instant speed removal. Note that Moraug, Fury of Akoum has a ton of limitations on it so it won't get us too many extra combat phases. * the landfall trigger specifically says it must happen during our main phase, so it does NOT work with Sword of the Animist or Sword of Hearth and Home. * Sword of Forge and Frontier will get a few extra attacks in but also won't go near-infinite. We can play the extra lands during our second main, but Moraug doesn't grant additional main phases to play lands in. ## Synergies * Use Sunforger to cast an instant, it goes to the yard, and then put it right back in the deck with Mistveil Plains. # Card Choices ## Maybe - Not Goldfishable These need to be tested more outside goldfishing: * Clever Concealment is fetchable off of Sunforger and often castable for free from the hand. However, that's often still not good enough. It ONLY protects against removal, nothing more. * Boros Charm is often fetchable with Sunforger but most of the time it's only being played for mass indestructible and we usually have better options. * Teshar, Ancestor's Apostle doesn't goldfish well for testing. * Reconstruct History doesn't goldfish well for testing. * Wild Magic surge is instant speed removal that doesn't goldfish well for testing. ## Maybe - Mass Haste * Purphoros, Bronze-Blooded costs more than other options but is very hard to remove and it is often a big dumb creature to smash also. * Hammer of Purphoros is one option for mass haste at only 3 CMC. * Rising of the Day is another option for mass haste at only 3 CMC. ## Nope - Ramp * Mind Stone is a single colorless that enters untapped, but we have so much other draw we rarely sacrifice it. This means it's usually just a 2 CMC for 1 colorless ramp card. * Liquimetal Torque is just underpowered vs our other ramp. We usually have metalcraft without it, and have no other synergy from turning things into artifacts, so it's virtually always just 2 CMC to ramp 1 colorless. Fellwar Stone is strictly better as we sometimes get colored mana from it. * The Irencrag is just underpowered vs our other ramp. * Thought Vessel is cut for the same reason as Anger. Some of our draw is actual drawing while other card advantage is from digging or impulsing. * Wayfarer's Bauble is overcosted. We'd rather have Bitterthorn, Nissa's Animus even though it's 1 turn slower, because it's repeatable, and it's equipment for anything that tutors or digs for equipment. ## Nope - Mass Haste We don't enough creatures per turn where mass haste is really necessary outside a Sword of Feast and Famine because we already have multiple haste equipment. * Urabrask the Hidden * Goro-Goro, Disciple of Ryusei is bad for mass haste because our creatures enter in cycles and we have to keep activating it over and over again. * Dowsing Device transforms too much to provide mass haste. * Ogre Battledriver adds haste when the other creatures ETB, not providing haste to anything that's already entered. This makes it strictly worse than a static ability, because our main loops will often dump creatures out on the board out of any particular order. * Anger often doesn't have any discard outlet other than over-drawing though. And sometimes it gets impulsed, which makes it completely dead -- we don't want to have to cast it and then find a way to kill it. * Fervor is worse than Rising of the Day and Hammer of Purphoros ## Nope - Voltrons We rarely want to suit up a single creature and swing with that. Instead of knocking out a single player, we'd rather knock out everyone with one of the win-con loops. * Valduk, Keeper of the Flame * Kemba, Kha Regent * Balan, Wandering Knight is significantly worse than Ardenn, Intrepid Archaeologist * Danitha Capashen, Paragon * Kazuul's Toll Collector * Champion of the Flame We are still playing Wyleth, Soul of Steel though, as he can keep the loop going on his own if we voltron with him. ## Nope - Big Dumb Stuff These are just generally good cards but don't have enough other synergy with the deck to make the cut, as there's other Big Dumb Stuff that's better. * Anim Pakal, Thousandth Moon * Gisela, Blade of Goldnight * God-Eternal Oketra ## Nope - Draw * Glimmer Lens is only a single card per turn on a 2/2 that's easy to kill. We're often already doing a lot more than that. * Reforge the Soul is just not a good fit. At 5 mana, it's overcosted -- prior to the deck doing its thing, this costs too much, and once the deck is doing its thing, it's ripping through 8+ cards a turn. We don't need to give opponents more cards for this cost. * The One Ring doesn't have any untap synergies for it, so its just plain draw + fog. We already have so much more draw. * Mangara, the Diplomat depends very much on the group it's being played in, but Nelly Borca, Impulsive Accuser is usually better as it prevents blocking, pushes those creatures through to force drawing. * Winota, Joiner of Forces doesn't have a good enough mix between humans and non-humans. * Minas Tirith is activated rarely if ever. We'd rather have a fetchable basic than *sometimes* being able to pay 1WW to draw a card. * Rohirrim Chargers usually only exerts once. These one-and-done diggers don't cut it. * Astor, Bearer of Blades is just too overcosted. Most other cards with similar effects can do this multiple times yet it only digs once. ## Nope - Tutors * Forging the Tyrite Sword is just too slow. Drawing it any time beyond turn 5 is just outright bad, and it's overcosted for the pace. * Axgard Armory - entering tapped is already bad, we have enough equipment tutors already. ## Nope - Other * Great Furnace and Ancient Den only synergize for metalcraft on a few cards, and we usually have metalcraft elsewhere anyways. Having more basics for fetching is much better. * Ethersworn Canonist is great for early and mid-game to slow our opponents down, but it's often a late-game nonbo as it shuts down our loops. * Zirda, the Dawnwaker is much worse than multiple better cost reducers already in the deck. * Goldwardens' Gambit is a win condition that just doesn't win enough. * Nahiri, the Lithomancer just doesn't do enough, especially not for 5 mana. * Battlefield Forge doesn't make the cut as we want more basics. * Blackblade Reforged is just raw stats and Kaldra Compleat gets fetched up instead. * Bloodforged Battle-Axe doesn't trigger enough on its own as it provides no evasion, and is on-hit (not attack). We'd rather just have a sword. * Open the Armory is overcosted vs the other tutors. * Sunhome, Fortress of the Legion is rarely if ever activated as we're not doing voltron. * Basri Ket is way better in 1v1 than 4P. He just doesn't hold his own here.
