Thursday 20 June 2013

Ten Guilds of Commander: Orzhov, ‘The Spirit of EDH’’ with Obzedat, Ghost Council

Obzedat hates fun and so should you. He’s a ghost, he can win by sitting around forever and waiting for everyone else to die of boredom! I present to you my creation, ‘Obzedat, the Spirit of EDH’.



The Commander
Obzedat, Ghost Council 


To begin, let’s look at the commander, Obzedat, Ghost Council.  Why would you ever play him instead of Ghost Council of Orzohv? The original Ghost Council could be exiled at instant speed, dodge nearly all removal, and had a built in sac outlet, great for decks that actually WANT to sacrifice creatures! So when is Obzedat better than Ghost Dad? When you have no creatures of course! That right, a creatureless deck.


Thursday, 20 June 2013


Ten Guilds of Commander: Orzhov, ‘The Spirit of EDH’’ with Obzedat, Ghost Council

Obzedat hates fun and so should you. He’s a ghost, he can win by sitting around forever and waiting for everyone else to die of boredom! I present to you my creation, ‘Obzedat, the Spirit of EDH’.


The Commander
Obzedat, Ghost Council 

To begin, let’s look at the commander, Obzedat, Ghost Council.  Why would you ever play him instead of Ghost Council of Orzohv? The original Ghost Council could be exiled at instant speed, dodge nearly all removal, and had a built in sac outlet, great for decks that actually WANT to sacrifice creatures! So when is Obzedat better than Ghost Dad? When you have no creatures of course! That right, a creatureless deck.



Artifact (10)

Enchantment (30)

Instant (3)

Sorcery (19)

Land (37)


How on earth do you win without any creatures in B/W you ask? Well, you combo off. In some circle this is frowned upon. In most, it will be frowned upon when they play with this particular deck. It doesn’t offer much interaction at all. But alas, that’s the point. We don’t want to make friends here, do we?


Win Conditions
Helm of Obedience (4, 4) \nArtifact\n{X}, {T}: Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card onto the battlefield under your control. X can't be 0.\nMasters Edition II: Rare, Alliances: Rare\n\nLeyline of the Void or Rest in Peace and Helm of Obedience - Activate helm with either of these two out and you will exile target opponent's library. They will lose next time they draw a card if all goes to plan.


Exquisite Blood and Sanguine Bond are another infinite combo when both on the battlefield, triggered by you gaining life or any opponent losing life. Obzedat can be used for this life loss/life gain, but its more than likely that you will have artifacts or enchantments that stop even your own general from hitting the battlefield or having his ‘enters the battlefield’ effect trigger. Leechridden Swamp can help make your opponent lose a life to set it off.
 
Opalescence (4, 2WW) \nEnchantment\nEach other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.\nUrza's Destiny: Rare\n\nOpalescence can be a win condition on its own with a lot of enchantments. It makes all your enchantments into creatures you can attack with. Just watch out if you have an enchantment like Lightmine Field out it could even deal damage to itself. Be sure not to play Opalescence and Humility at the same time unless you want to give your playgroup a headache.

Grave Betrayal can get you some fatties on your side of the board, but sometimes it won’t do much if you have Humility or The Abyss out. If you plan on winning with Grave Betrayal, make sure to sac of your creature hate enchantments first, or wait until someone clears the board of your enchantments.

Debt to the Deathless (5, XWWBB) \nSorcery\nEach opponent loses two times X life. You gain life equal to the life lost this way.\nDragon's Maze: Uncommon\n\nDebt to the Deathless can sometimes gain some life that you don’t die,  gain enough to draw more cards with necropotence, or drain enough life from your opponents to outright kill them. With Serra Sanctum, Cabal Coffers, Deserted Temple, Vesuva and Thespian Stage and even Black Market, you can make a pretty large amount of mana.

From testing however, I have found the number one win condition to be ragequit. Now this isn’t what this deck set out to do, I was never intending to build a griefer deck. It was just a deck building challenge to make a viable deck with 0 creatures. As it turns out, it can cause either long grindy games, or just combo off quickly and win. Either way, some opponents won’t be happy with your win conditions. Anyway, back to the deck.

So what does the deck do while you try to assemble a combo? It stops your opponents from killing you, mostly by stopping them from having creatures.


Board Wipes
Austere Command- Can choose what types you hit
Barter in Blood- Gets around indestructible, great early game, but doesn’t do much against hordes of creatures.
Black Sun’s Zenith- Another board wipe that gets around indestructibility, also hilarious against Skullbriar and persist creatures.
Wrath of God (4, 2WW) \nSorcery\nDestroy all creatures. They can't be regenerated.\nTenth Edition: Rare, Ninth Edition: Rare, Eighth Edition: Rare, Seventh Edition: Rare, Battle Royale: Rare, Classic (Sixth Edition): Rare, Portal: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nDamnation- Standard creature wipe, stops regeneration.
Decree of Pain- Expensive creature wipe with added card draw, or cycle it to kill off small creatures for cheaper.
Hallowed Burial- Creature wrath that puts them on the bottom of library, can really annoy people if you do it to their commander
Merciless Eviction- Exile all permanents of a certain type, gets around indestructible, regeneration, stops graveyard shenanigans, very versatile wrath
Mutilate- Gets around indestructible, but relies on the number of swamps you have.
Terminus - Hallowed Burial, but cheaper if you miracle it
Wrath of God - Damnation, but whiter.

Creature Hate
Humility (4, 2WW) \nEnchantment\nAll creatures lose all abilities and are 1/1.\nTempest: Rare\n\nHumility - The best creature hate available, this turns all creatures into tiny 1/1’s with no abilities. It shuts down enters and leaves the battlefield effects, it can completely shut down creature decks
Lethal Vapours - Lethal Vapours can stop people from playing creatures for a few turns until someone gets desperate enough to skip their turn to destroy it. Its great to drop this then wipe the board and keep the board clear for a few turns.
Lightmine Field - This can stop people from attacking with multiple creatures at once. It doesn’t stop people swinging in with 1 or 2 fatties though. Works well when you play it alongside humility.
Night of Soul's Betrayal - Along side Humility, this will just kill all creatures. Even without Humility, it kills small creatures and make all creatures weaker. Great vs token swarm decks and elf decks.
Torpor Orb (2, 2) \nArtifact\nCreatures entering the battlefield don't cause abilities to trigger.\nNew Phyrexia: Rare\n\nSpreading Plague - This card can get super political, effectively making it so only one creature of each colour can be on the battlefield at once. It will make people angry when they beast within your Greater Auramancer and not realise that it kills their Prime Speaker.
Tainted Aether - This is one of the weaker creature hate enchantments, but its always fun to give people a tough decision with what to sacrifice when they really need to play a creature.
The Abyss - Quite pricey but its definitely a great card if you can afford it. This can make it hard for decks that rely on a few creatures like voltron or exalted decks.
Torpor Orb - This card alone can shut down some cards that rely on getting value out of creatures ETB effects. This shuts down any creature that does something when it enters the battlefield and will win some games on its own.
Ward of Bones - When you never have any creatures in play, Ward of Bones will limit your opponents to stop them casting if they already have a creature out. It works for artifacts, enchantments and lands too, so its great against artifact decks and ramp decks, or just after a board wipe.


Karmic Justice (3, 2W) \nEnchantment\nWhenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.\nOdyssey: Rare\n\nPillow Fort
Ghostly Prison - This can stop token or weenie decks making a dent in your life total if they don't have the mana to pay for all their attackers.
Greater Auramancy - If anyone wants to use targeted removal, they have to remove this first which is often problematic for them.
Karmic Justice - They destroy something of yours, you destroy something of theirs. Fair is fair right?
Leyline of Sanctity - This can stop combo decks that rely on targeting, or burn decks, or targeted discard, or lots of other things too.
Marty's Bond - Similar to Karmic Justice, only not as good.
No Mercy - People will only be able to attack you with expendable creatures unless they want them to die.
Sphere of Safety - Late game, this can just stop creatures from attacking you if you get enough enchantments out.

Removal
Faith's Fetters - The life gain is negligible, but being able to hit any permanent makes this very useful, and being a enchantment helps power up Serra's Sanctum and Sphere of Safety, and it returns from the graveyard with Replenish and Open the Vaults
Oblivion Ring - Removal for annoying permanents, again being an enchantment is very relevant in this deck
Path to Exile - Typical removal in white cards, often worth exiling a creature to give them a basic land
Swords to Plowshares - Serve the same purpose as Path.

Necropotence (3, BBB) \nEnchantment\nSkip your draw step.<br />\nWhenever you discard a card, exile that card from your graveyard.<br />\nPay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.\nFrom the Vault: Exiled: Mythic Rare, Masters Edition II: Rare, Fifth Edition: Rare, Ice Age: Rare\n\nCard Draw
Mind’s Eye- Let’s you use any excess mana to draw cards when your opponent draws cards. This gets better the more opponents you have if you have mana to spare, and can draw you a lot of cards over the course of a game.
Necropotence- The most powerful card draw engine in Magic, Necropotence can help ensure you always have a full hand. Be careful in case anyone names Necropotence with a Pithing Needle or when you are getting low on health!
Phyrexian Arena- Another amazing black card draw engine, drawing an extra card a turn at the cost of one life is definitely worth it. Can really help you keep a full hand of cards throughout the game.
Scroll Rack- While not actual card draw, Scroll Rack is a powerful tool that lets you filter through cards to get the ones you need. It is especially powerful if you can shuffle your library after putting some cards you don’t need at the minute on top of your library, such as when combined with Land Tax

Beseech the Queen (3, (2/B)(2/B)(2/B)) \nSorcery\n({(2/b)} can be paid with any two mana or with {B}. This card's converted mana cost is 6.)<br />\nSearch your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.\nPlanechase: Uncommon, Shadowmoor: Uncommon\n\nTutors
Beseech the Queen - Tutor for something with a converted mana cost no greater than the number of lands your control. This can normally get you anything you want by the time you need it.
Enlightened Tutor - Search for combo pieces or creature hate, whichever you need
Demonic Tutor - Search for anything at all, combo pieces, land, wraths
Diabolic Revelations - This will often end the game as you can use it to tutor up as many combo pieces or lock pieces as you need
Diabolic Tutor - A more expensive Demonic Tutor
Idyllic Tutor - Gets whichever enchantment you need at the moment
Increasing Ambition - Flashback makes this worthwhile, especially as you get to tutor twice the second time. Don’t cast it when you have Rest in Peace down unless you really need to though!

Black Market (5, 3BB) \nEnchantment\nWhenever a creature dies, put a charge counter on Black Market.<br />\nAt the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market.\nMercadian Masques: Rare\n\nMana
Sol Ring- Speak for itself, can give you an explosive start if you play this turn one, always a good card is it nets you 1 mana even the turn you play it.
Orzhov Signet- The most basic artifact ramp, helps colour fix you early game too.
Darksteel Ingot- Early ramp and colour fixing on an indestructible artifact.
Black Market- Ideally lots of your opponent creatures will be dying making Black Market an excellent mana source if you get it down early. Late game it can be fairly lackluster, especially once something like Lethal Vapors is in play as people are unlikely to even cast creatures only to send them to their death.

Rule of Law (3, 2W) \nEnchantment\nEach player can't cast more than one spell each turn.\nTenth Edition: Uncommon, Mirrodin: Rare\n\n
Other Hate
Aura of Silence - Slows opponents down and acts as removal if needed
Leyline of the Void - Part of a combo, but it also stops graveyard shinanagens and any death triggers.
Rest in Peace - Same as above but exiles when it enters too.
Rule of Law - Can bring the game to a crawl, but its excellent against storm and some combo decks, or big mana decks that want to draw and play lots of things each turn.
Stony Silence - While it stops our artifact ramp, it completely hozes a lot of decks that rely on their artifacts
Suppression Field - This can slow your opponents down a few turns
Pithing Needle - This card alone can cause so much trouble for decks that rely on a commanders activate ability, but its also great against planeswalkers or things like Survival of the Fittest. It's also hilarious to name Lethal Vapors with it.
Claw of Gix - Sometimes your own enchantments will work against you, so this gives you a way of getting rid of them

Utility Lands
Bojuka Bog - Graveyard hate attached to a land.
Deserted Temple (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n<br />\n{1}, {T}: Untap target land.\nOdyssey: Rare\n\nCabal Coffers - This can tap for a lot of mana, especially with Urborg out
Deserted Temple - Lets you untap any land, especially useful for untaping Cabal Coffers or Serra's Sanctum
Kor Haven - Prevent damage from a creature.
Leechridden Swamp - Can deal that point of life needed to set off your combo
Maze of Ith - Remove a creature from combat, and even taps for mana with Urborg out
Mistveil Plains - Put something back in your library that you might need later
Serra's Sanctum - Can produce lots of mana
Thespian's Stage - Normally makes a second copy of Cabal Coffers or Serra's Sanctum, but it can also copy opposing wastelands, or make a second Maze of Ith if you want to.
Urborg, Tomb of Yawgmoth - Makes all your utility lands tap for black, and powers up Cabal Coffers
Vesuva - This will normally copy Deserted Temple or Cabal Coffers, but it can copy anything really

How to play the deck
Playing this deck is fairly straightforward if you know the deck and know what your opponents are playing fairly well, though it often relies on predicting your opponents and trying to win in the best way for each match up. Some match ups you can just tutor for combo pieces straight away, but against other fast combo decks, you might have to tutor for something like Rule of Law first. As a general rule, if you can combo off quicker than your opponents are likely to stop you, then do it. If you think they will be able to stop you, tutor for something that is good against their deck, such as Torpor Orb against Animar, or Rest in Peace against Karador. Getting some card draw out early is always good too.
Stay alive, find a combo, win!

Changing the Deck
There are lots of changes that could be made to this deck to suite you playstyle. You can remove some creature hate and put in something like Chains of Mephistopheles to hate on card draw, or changes some of the wraths to more artifact ramp, or Expedition Map. Bitterblossom is a card that could definitely fit in this deck, if some of the creature hate was changed, particularly Night of Soul’s Betrayal would have to go! You could also definitely find room for Blind Obedience and extort your way to victory if you chose to.


Claws of Gix (0, 0) \nArtifact\n{1}, Sacrifice a permanent: You gain 1 life.\nTime Spiral "Timeshifted": Special, Urza's Saga: Uncommon\n\nDarksteel Ingot (3, 3) \nArtifact\nDarksteel Ingot is indestructible. (Effects that say "destroy" don't destroy it.)<br />\n{T}: Add one mana of any color to your mana pool.\nCommander: Common, Darksteel: Common\n\nHelm of Obedience (4, 4) \nArtifact\n{X}, {T}: Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card onto the battlefield under your control. X can't be 0.\nMasters Edition II: Rare, Alliances: Rare\n\nMind's Eye (5, 5) \nArtifact\nWhenever an opponent draws a card, you may pay {1}. If you do, draw a card.\nCommander's Arsenal: Rare, Mirrodin: Rare\n\nOrzhov Signet (2, 2) \nArtifact\n{1}, {T}: Add {W}{B} to your mana pool.\nCommander: Common, Guildpact: Common\n\nPithing Needle (1, 1) \nArtifact\nAs Pithing Needle enters the battlefield, name a card.<br />\nActivated abilities of sources with the chosen name can't be activated unless they're mana abilities.\nReturn to Ravnica: Rare, Magic 2010: Rare, Tenth Edition: Rare, Saviors of Kamigawa: Rare\n\nScroll Rack (2, 2) \nArtifact\n{1}, {T}: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.\nCommander's Arsenal: Rare, Tempest: Rare\n\nSol Ring (1, 1) \nArtifact\n{T}: Add {2} to your mana pool.\nCommander: Uncommon, Masters Edition IV: Rare, From the Vault: Relics: Mythic Rare, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nTorpor Orb (2, 2) \nArtifact\nCreatures entering the battlefield don't cause abilities to trigger.\nNew Phyrexia: Rare\n\nWard of Bones (6, 6) \nArtifact\nEach opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments, and lands.\nEventide: Rare\n\nAura of Silence (3, 1WW) \nEnchantment\nArtifact and enchantment spells your opponents cast cost {2} more to cast.<br />\nSacrifice Aura of Silence: Destroy target artifact or enchantment.\nTenth Edition: Uncommon, Weatherlight: Uncommon\n\nBlack Market (5, 3BB) \nEnchantment\nWhenever a creature dies, put a charge counter on Black Market.<br />\nAt the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market.\nMercadian Masques: Rare\n\nExquisite Blood (5, 4B) \nEnchantment\nWhenever an opponent loses life, you gain that much life.\nAvacyn Restored: Rare\n\nFaith's Fetters (4, 3W) \nEnchantment  — Aura\nEnchant permanent<br />\nWhen Faith's Fetters enters the battlefield, you gain 4 life.<br />\nEnchanted permanent's activated abilities can't be activated unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block.\nDuel Decks: Divine vs. Demonic: Common, Ravnica: City of Guilds: Common\n\nGhostly Prison (3, 2W) \nEnchantment\nCreatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you.\nPlanechase 2012 Edition: Uncommon, Commander: Uncommon, Champions of Kamigawa: Uncommon\n\nGrave Betrayal (7, 5BB) \nEnchantment\nWhenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.\nReturn to Ravnica: Rare\n\nGreater Auramancy (2, 1W) \nEnchantment\nOther enchantments you control have shroud.<br />\nEnchanted creatures you control have shroud.\nShadowmoor: Rare\n\nHumility (4, 2WW) \nEnchantment\nAll creatures lose all abilities and are 1/1.\nTempest: Rare\n\nKarmic Justice (3, 2W) \nEnchantment\nWhenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.\nOdyssey: Rare\n\nLand Tax (1, W) \nEnchantment\nAt the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.\nMasters Edition III: Rare, Battle Royale: Uncommon, Fourth Edition: Rare, Legends: Uncommon\n\nLethal Vapors (4, 2BB) \nEnchantment\nWhenever a creature enters the battlefield, destroy it.<br />\n{0}: Destroy Lethal Vapors. You skip your next turn. Any player may activate this ability.\nScourge: Rare\n\nLeyline of Sanctity (4, 2WW) \nEnchantment\nIf Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.<br />\nYou have hexproof. (You can't be the target of spells or abilities your opponents control.)\nMagic 2011: Rare\n\nLeyline of the Void (4, 2BB) \nEnchantment\nIf Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.<br />\nIf a card would be put into an opponent's graveyard from anywhere, exile it instead.\nMagic 2011: Rare, Guildpact: Rare\n\nLightmine Field (4, 2WW) \nEnchantment\nWhenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.\nRise of the Eldrazi: Rare\n\nMartyr's Bond (6, 4WW) \nEnchantment\nWhenever Martyr's Bond or another nonland permanent you control is put into a graveyard from the battlefield, each opponent sacrifices a permanent that shares a card type with it.\nCommander: Rare\n\nNecropotence (3, BBB) \nEnchantment\nSkip your draw step.<br />\nWhenever you discard a card, exile that card from your graveyard.<br />\nPay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.\nFrom the Vault: Exiled: Mythic Rare, Masters Edition II: Rare, Fifth Edition: Rare, Ice Age: Rare\n\nNight of Souls' Betrayal (4, 2BB) \nLegendary Enchantment\nAll creatures get -1/-1.\nChampions of Kamigawa: Rare\n\nNo Mercy (4, 2BB) \nEnchantment\nWhenever a creature deals damage to you, destroy it.\nUrza's Legacy: Rare\n\nOblivion Ring (3, 2W) \nEnchantment\nWhen Oblivion Ring enters the battlefield, exile another target nonland permanent.<br />\nWhen Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.\nMagic 2013: Uncommon, Duel Decks: Venser vs. Koth: Uncommon, Magic 2012: Uncommon, Commander: Common, Duel Decks: Knights vs. Dragons: Common, Archenemy: Common, Planechase: Common, Shards of Alara: Common, Lorwyn: Common\n\nOpalescence (4, 2WW) \nEnchantment\nEach other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.\nUrza's Destiny: Rare\n\nPhyrexian Arena (3, 1BB) \nEnchantment\nAt the beginning of your upkeep, you draw a card and you lose 1 life.\nDuel Decks: Phyrexia vs. the Coalition: Rare, Planechase: Rare, Ninth Edition: Rare, Eighth Edition: Rare, Apocalypse: Rare\n\nRest in Peace (2, 1W) \nEnchantment\nWhen Rest in Peace enters the battlefield, exile all cards from all graveyards.<br />\nIf a card or token would be put into a graveyard from anywhere, exile it instead.\nReturn to Ravnica: Rare\n\nRule of Law (3, 2W) \nEnchantment\nEach player can't cast more than one spell each turn.\nTenth Edition: Uncommon, Mirrodin: Rare\n\nSanguine Bond (5, 3BB) \nEnchantment\nWhenever you gain life, target opponent loses that much life.\nMagic 2010: Rare\n\nSeal of Cleansing (2, 1W) \nEnchantment\nSacrifice Seal of Cleansing: Destroy target artifact or enchantment.\nNemesis: Common\n\nSphere of Safety (5, 4W) \nEnchantment\nCreatures can't attack you or a planeswalker you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.\nReturn to Ravnica: Uncommon\n\nSpreading Plague (5, 4B) \nEnchantment\nWhenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated.\nInvasion: Rare\n\nStony Silence (2, 1W) \nEnchantment\nActivated abilities of artifacts can't be activated.\nInnistrad: Rare\n\nSuppression Field (2, 1W) \nEnchantment\nActivated abilities cost {2} more to activate unless they're mana abilities.\nRavnica: City of Guilds: Uncommon\n\nThe Abyss (4, 3B) \nWorld Enchantment\nAt the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated.\nMasters Edition III: Rare, Legends: Rare\n\nEnlightened Tutor (1, W) \nInstant\nSearch your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.\nClassic (Sixth Edition): Uncommon, Mirage: Uncommon\n\nPath to Exile (1, W) \nInstant\nExile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.\nDuel Decks: Venser vs. Koth: Uncommon, Commander: Uncommon, Archenemy: Uncommon, Conflux: Uncommon\n\nSwords to Plowshares (1, W) \nInstant\nExile target creature. Its controller gains life equal to its power.\nMasters Edition IV: Uncommon, Duel Decks: Elspeth vs. Tezzeret: Uncommon, Masters Edition II: Uncommon, Battle Royale: Uncommon, Ice Age: Uncommon, Fourth Edition: Uncommon, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nAustere Command (6, 4WW) \nSorcery\nChoose two — Destroy all artifacts; or destroy all enchantments; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.\nCommander: Rare, Lorwyn: Rare\n\nBarter in Blood (4, 2BB) \nSorcery\nEach player sacrifices two creatures.\nAvacyn Restored: Uncommon, Duel Decks: Divine vs. Demonic: Uncommon, Mirrodin: Uncommon\n\nBeseech the Queen (3, (2/B)(2/B)(2/B)) \nSorcery\n({(2/b)} can be paid with any two mana or with {B}. This card's converted mana cost is 6.)<br />\nSearch your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.\nPlanechase: Uncommon, Shadowmoor: Uncommon\n\nBlack Sun's Zenith (3, XBB) \nSorcery\nPut X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.\nMirrodin Besieged: Rare\n\nDamnation (4, 2BB) \nSorcery\nDestroy all creatures. They can't be regenerated.\nPlanar Chaos: Rare\n\nDebt to the Deathless (5, XWWBB) \nSorcery\nEach opponent loses two times X life. You gain life equal to the life lost this way.\nDragon's Maze: Uncommon\n\nDecree of Pain (8, 6BB) \nSorcery\nDestroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.<br />\nCycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.)<br />\nWhen you cycle Decree of Pain, all creatures get -2/-2 until end of turn.\nCommander's Arsenal: Rare, Scourge: Rare\n\nDemonic Tutor (2, 1B) \nSorcery\nSearch your library for a card and put that card into your hand. Then shuffle your library.\nMasters Edition IV: Rare, Duel Decks: Divine vs. Demonic: Uncommon, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nDiabolic Revelation (6, X3BB) \nSorcery\nSearch your library for up to X cards and put those cards into your hand. Then shuffle your library.\nMagic 2013: Rare\n\nDiabolic Tutor (4, 2BB) \nSorcery\nSearch your library for a card and put that card into your hand. Then shuffle your library.\nMagic 2012: Uncommon, Commander: Uncommon, Magic 2011: Uncommon, Magic 2010: Uncommon, Tenth Edition: Uncommon, Ninth Edition: Uncommon, Eighth Edition: Uncommon, Odyssey: Uncommon\n\nHallowed Burial (5, 3WW) \nSorcery\nPut all creatures on the bottom of their owners' libraries.\nEventide: Rare\n\nIdyllic Tutor (3, 2W) \nSorcery\nSearch your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.\nMorningtide: Rare\n\nIncreasing Ambition (5, 4B) \nSorcery\nSearch your library for a card and put that card into your hand. If Increasing Ambition was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle your library.<br />\nFlashback {7}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)\nDark Ascension: Rare\n\nMerciless Eviction (6, 4WB) \nSorcery\nChoose one — Exile all artifacts; or exile all creatures; or exile all enchantments; or exile all planeswalkers.\nGatecrash: Rare\n\nMutilate (4, 2BB) \nSorcery\nAll creatures get -1/-1 until end of turn for each Swamp you control.\nMagic 2013: Rare, Duel Decks: Garruk vs. Liliana: Rare, Torment: Rare\n\nOpen the Vaults (6, 4WW) \nSorcery\nReturn all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)\nMagic 2010: Rare\n\nReplenish (4, 3W) \nSorcery\nReturn all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)\nUrza's Destiny: Rare\n\nTerminus (6, 4WW) \nSorcery\nPut all creatures on the bottom of their owners' libraries.<br />\nMiracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)\nAvacyn Restored: Rare\n\nWrath of God (4, 2WW) \nSorcery\nDestroy all creatures. They can't be regenerated.\nTenth Edition: Rare, Ninth Edition: Rare, Eighth Edition: Rare, Seventh Edition: Rare, Battle Royale: Rare, Classic (Sixth Edition): Rare, Portal: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nBojuka Bog (0, ) \nLand\nBojuka Bog enters the battlefield tapped.<br />\nWhen Bojuka Bog enters the battlefield, exile all cards from target player's graveyard.<br />\n{T}: Add {B} to your mana pool.\nCommander: Common, Worldwake: Common\n\nCabal Coffers (0, ) \nLand\n{2}, {T}: Add {B} to your mana pool for each Swamp you control.\nPlanechase: Uncommon, Torment: Uncommon\n\nCommand Tower (0, ) \nLand\n{T}: Add to your mana pool one mana of any color in your commander's color identity.\nCommander's Arsenal: Common, Commander: Common\n\nDeserted Temple (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n<br />\n{1}, {T}: Untap target land.\nOdyssey: Rare\n\nFetid Heath (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{(w/b)}, {T}: Add {W}{W}, {W}{B}, or {B}{B} to your mana pool.\nEventide: Rare\n\nGodless Shrine (0, ) \nLand  — Plains Swamp\n({T}: Add {W} or {B} to your mana pool.)<br />\nAs Godless Shrine enters the battlefield, you may pay 2 life. If you don't, Godless Shrine enters the battlefield tapped.\nGatecrash: Rare, Guildpact: Rare\n\nIsolated Chapel (0, ) \nLand\nIsolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.<br />\n{T}: Add {W} or {B} to your mana pool.\nInnistrad: Rare\n\nKor Haven (0, ) \nLegendary Land\n{T}: Add {1} to your mana pool.<br />\n<br />\n{1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn.\nNemesis: Rare\n\nLeechridden Swamp (0, ) \nLand  — Swamp\n({T}: Add {B} to your mana pool.)<br />\nLeechridden Swamp enters the battlefield tapped.<br />\n{B}, {T}: Each opponent loses 1 life. Activate this ability only if you control two or more black permanents.\nPlanechase: Uncommon, Shadowmoor: Uncommon\n\nMarsh Flats (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card and put it onto the battlefield. Then shuffle your library.\nZendikar: Rare\n\nMaze of Ith (0, ) \nLand\n{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.\nFrom the Vault: Realms: Mythic Rare, Masters Edition IV: Rare, The Dark: Uncommon\n\nMishra's Factory (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.<br />\n{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.\nDuel Decks: Elspeth vs. Tezzeret: Uncommon, Masters Edition: Uncommon, Fourth Edition: Uncommon, Antiquities: Uncommon, Antiquities: Rare, Antiquities: Rare, Antiquities: Rare\n\nMistveil Plains (0, ) \nLand  — Plains\n({T}: Add {W} to your mana pool.)<br />\nMistveil Plains enters the battlefield tapped.<br />\n{W}, {T}: Put target card from your graveyard on the bottom of your library. Activate this ability only if you control two or more white permanents.\nShadowmoor: Uncommon\n\nOrzhov Basilica (0, ) \nLand\nOrzhov Basilica enters the battlefield tapped.<br />\nWhen Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.<br />\n{T}: Add {W}{B} to your mana pool.\nCommander: Common, Guildpact: Common\n\nReliquary Tower (0, ) \nLand\nYou have no maximum hand size.<br />\n{T}: Add {1} to your mana pool.\nMagic 2013: Uncommon, Conflux: Uncommon\n\nSerra's Sanctum (0, ) \nLegendary Land\n{T}: Add {W} to your mana pool for each enchantment you control.\nUrza's Saga: Rare\n\nTainted Field (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{T}: Add {W} or {B} to your mana pool. Activate this ability only if you control a Swamp.\nDuel Decks: Sorin vs. Tibalt: Uncommon, Torment: Uncommon\n\nTemple of the False God (0, ) \nLand\n{T}: Add {2} to your mana pool. Activate this ability only if you control five or more lands.\nCommander: Uncommon, Scourge: Uncommon\n\nThespian's Stage (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{2}, {T}: Thespian's Stage becomes a copy of target land and gains this ability.\nGatecrash: Rare\n\nUrborg, Tomb of Yawgmoth (0, ) \nLegendary Land\nEach land is a Swamp in addition to its other land types.\nFrom the Vault: Realms: Mythic Rare, Planar Chaos: Rare\n\nVesuva (0, ) \nLand\nYou may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.\nFrom the Vault: Realms: Mythic Rare, Time Spiral: Rare\n\n