1k
9/20/2022
Band of Butchers
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $450.23
Salt Sum: 30.21
No deck tags
1k
9/20/2022
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Commander

Quantity: 1Price: $2.79
Immard, the Stormcleaver

Whenever Immard, the Stormcleaver enters the battlefield or attacks, put a charge counter on it or remove one from it. When you remove a counter this way, choose one — • Immard deals 4 damage to any target. • Immard gains lifelink and indestructible until end of turn.

Creature
Immard, the Stormcleaver (sld) 434
1

Artifact

Quantity: 29Price: $61.96
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (40k) 227
1
Astral Cornucopia

Astral Cornucopia enters the battlefield with X charge counters on it. {T}: Choose a color. Add one mana of that color for each charge counter on Astral Cornucopia.

Artifact
Astral Cornucopia (cm2) 172
1
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (ncc) 361
1
Baton of Morale

{2}: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Artifact
Baton of Morale (ice) 313
1
Boros Signet

{1}, {T}: Add {R}{W}.

Artifact
Boros Signet (cmr) 459
1
Chromatic Lantern

Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color.

Artifact
Chromatic Lantern (40k) 232
1
Coalition Relic

{T}: Add one mana of any color. {T}: Put a charge counter on Coalition Relic. At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.

Artifact
Coalition Relic (dmc) 180
1
Darksteel Reactor

Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game.

Artifact
Darksteel Reactor (dst) 114
1
Empowered Autogenerator

Empowered Autogenerator enters the battlefield tapped. {T}: Put a charge counter on Empowered Autogenerator. Add X mana of any one color, where X is the number of charge counters on Empowered Autogenerator.

Artifact
Empowered Autogenerator (c19) 54
1
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on Everflowing Chalice.

Artifact
Everflowing Chalice (40k) 238
1
Helm of Chatzuk

{1}, {T}: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Artifact
Helm of Chatzuk (5ed) 376
1
Idol of Oblivion

{T}: Draw a card. Activate only if you created a token this turn. {8}, {T}, Sacrifice Idol of Oblivion: Create a 10/10 colorless Eldrazi creature token.

Artifact
Idol of Oblivion (ncc) 368
1
Izzet Signet

{1}, {T}: Add {U}{R}.

Artifact
Izzet Signet (clb) 863
1
Liquimetal Coating

{T}: Target permanent becomes an artifact in addition to its other types until end of turn.

Artifact
Liquimetal Coating (cm2) 197
1
Liquimetal Torque

{T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.

Artifact
Liquimetal Torque (mh2) 228
1
Lux Cannon

{T}: Put a charge counter on Lux Cannon. {T}, Remove three charge counters from Lux Cannon: Destroy target permanent.

Artifact
Lux Cannon (2xm) 268
1
Magistrate's Scepter

{4}, {T}: Put a charge counter on Magistrate's Scepter. {T}, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.

Artifact
Magistrate's Scepter (m19) 238
1
Magnetic Web

If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. {1}, {T}: Put a magnet counter on target creature.

Artifact
Magnetic Web (tmp) 295
1
Orochi Hatchery

Orochi Hatchery enters the battlefield with X charge counters on it. {5}, {T}: Create a 1/1 green Snake creature token for each charge counter on Orochi Hatchery.

Artifact
Orochi Hatchery (c15) 260
1
Otherworld Atlas

{T}: Put a charge counter on Otherworld Atlas. {T}: Each player draws a card for each charge counter on Otherworld Atlas.

Artifact
Otherworld Atlas (avr) 219
1
Pentad Prism

Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from Pentad Prism: Add one mana of any color.

Artifact
Pentad Prism (2xm) 281
1
Power Conduit

{T}, Remove a counter from a permanent you control: Choose one — • Put a charge counter on target artifact. • Put a +1/+1 counter on target creature.

Artifact
Power Conduit (ncc) 376
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (dmc) 190
1
Spawning Pit

Sacrifice a creature: Put a charge counter on Spawning Pit. {1}, Remove two charge counters from Spawning Pit: Create a 2/2 colorless Spawn artifact creature token.

Artifact
Spawning Pit (td2) 69
1
Sun Droplet

Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.

Artifact
Sun Droplet (c21) 268
1
Surge Node

Surge Node enters the battlefield with six charge counters on it. {1}, {T}, Remove a charge counter from Surge Node: Put a charge counter on target artifact.

Artifact
Surge Node (2xm) 294
1
Talisman of Conviction

{T}: Add {C}. {T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you.

Artifact
Talisman of Conviction (mh1) 230
1
Talisman of Creativity

{T}: Add {C}. {T}: Add {U} or {R}. Talisman of Creativity deals 1 damage to you.

Artifact
Talisman of Creativity (40k) 253
1
Talisman of Progress

{T}: Add {C}. {T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.

Artifact
Talisman of Progress (mrd) 256
1

Creature

Quantity: 19Price: $122.06
Alloy Myr

{T}: Add one mana of any color.

Creature Artifact
Alloy Myr (jmp) 457
1
Archaeomancer

When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

Creature
Archaeomancer (uma) 45
1
Archaeomender

When Archaeomender enters the battlefield, return target artifact card from your graveyard to your hand.

Creature
Archaeomender (jmp) 9
1
Bazaar Trader

{T}: Target player gains control of target artifact, creature, or land you control.

Creature
Bazaar Trader (wwk) 72
1
Brago, King Eternal

Flying Whenever Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.

Creature
Brago, King Eternal (khc) 82
1
Butcher Orgg

You may assign Butcher Orgg's combat damage divided as you choose among defending player and/or any number of creatures they control.

Creature
Butcher Orgg (ons) 192
1
Coretapper

{T}: Put a charge counter on target artifact. Sacrifice Coretapper: Put two charge counters on target artifact.

Creature Artifact
Coretapper (2xm) 244
1
Dockside Extortionist

When Dockside Extortionist enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Creature
Dockside Extortionist (2x2) 107
1
Gold Myr

{T}: Add {W}.

Creature Artifact
Gold Myr (nec) 153
1
Iron Myr

{T}: Add {R}.

Creature Artifact
Iron Myr (som) 168
1
Keeper of the Accord

At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token. At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Creature
Keeper of the Accord (cmr) 27
1
Krenko, Tin Street Kingpin

Whenever Krenko, Tin Street Kingpin attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.

Creature
Krenko, Tin Street Kingpin (dmc) 124
1
Sai, Master Thopterist

Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying. {1}{U}, Sacrifice two artifacts: Draw a card.

Creature
Sai, Master Thopterist (nec) 97
1
Silver Myr

{T}: Add {U}.

Creature Artifact
Silver Myr (nec) 158
1
Soulherder

Whenever a creature is exiled from the battlefield, put a +1/+1 counter on Soulherder. At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.

Creature
Soulherder (khc) 93
1
Varchild's War-Riders

Cumulative upkeep—Have an opponent create a 1/1 red Survivor creature token. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Trample; rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Creature
Varchild's War-Riders (me1) 110
1
Varchild, Betrayer of Kjeldor

Whenever Varchild, Betrayer of Kjeldor deals combat damage to a player, that player creates that many 1/1 red Survivor creature tokens. Survivors your opponents control can't block, and they can't attack you or planeswalkers you control. When Varchild leaves the battlefield, gain control of all Survivors.

Creature
Varchild, Betrayer of Kjeldor (c18) 28
1
Vedalken Infuser

At the beginning of your upkeep, you may put a charge counter on target artifact.

Creature
Vedalken Infuser (2xm) 74
1
Vedalken Mastermind

{U}, {T}: Return target permanent you control to its owner's hand.

Creature
Vedalken Mastermind (10e) 123
1

Enchantment

Quantity: 5Price: $6.25
Assemble the Legion

At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.

Enchantment
Assemble the Legion (ncc) 327
1
Court of Grace

When Court of Grace enters the battlefield, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.

Enchantment
Court of Grace (cmr) 16
1
Darksteel Mutation

Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Enchantment
Darksteel Mutation (voc) 84
1
Imprisoned in the Moon

Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.

Enchantment
Imprisoned in the Moon (voc) 106
1
Searing Meditation

Whenever you gain life, you may pay {2}. If you do, Searing Meditation deals 2 damage to any target.

Enchantment
Searing Meditation (ddh) 27
1

Instant

Quantity: 9Price: $62.87
Berserker's Frenzy

Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1—14 | Choose any number of creatures. They block this turn if able. 15—20 | You choose which creatures block this turn and how those creatures block.

Instant
Berserker's Frenzy (afc) 29
1
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (plst) MIR-14
1
Formation

Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Draw a card at the beginning of the next turn's upkeep.

Instant
Formation (ice) 25
1
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (dmc) 100
1
Master Warcraft

Cast this spell only before attackers are declared. You choose which creatures attack this turn. You choose which creatures block this turn and how those creatures block.

Instant
Master Warcraft (cmr) 447
1
Melee

Cast this spell only during your turn and only during combat before blockers are declared. You choose which creatures block this combat and how those creatures block. Whenever a creature attacks and isn't blocked this combat, untap it and remove it from combat.

Instant
Melee (ice) 200
1
Mirrorweave

Each other creature becomes a copy of target nonlegendary creature until end of turn.

Instant
Mirrorweave (cm2) 162
1
Mystical Tutor

Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.

Instant
Mystical Tutor (ema) 62
1
Swan Song

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Swan Song (c16) 98
1

Land

Quantity: 35Price: $193.95
Academy Ruins

{T}: Add {C}. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Land
Academy Ruins (plst) 2XM-309
1
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.

Land
Adarkar Wastes (dmu) 243
1
Battlefield Forge

{T}: Add {C}. {T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.

Land
Battlefield Forge (dmc) 198
1
Clifftop Retreat

Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.

Land
Clifftop Retreat (dom) 239
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (dmc) 204
1
Deserted Beach

Deserted Beach enters the battlefield tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Land
Deserted Beach (mid) 260
1
Field of Ruin

{T}: Add {C}. {2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.

Land
Field of Ruin (mid) 262
1
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (2x2) 323
1
Ghost Quarter

{T}: Add {C}. {T}, Sacrifice Ghost Quarter: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Land
Ghost Quarter (cm2) 253
1
Glacial Fortress

Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (xln) 255
1
Hallowed Fountain

({T}: Add {W} or {U}.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Hallowed Fountain (dis) 174
1
Island

({T}: Add {U}.)

Land
Island (vow) 399
5
Mountain

({T}: Add {R}.)

Land
Mountain (vow) 401
5
Plains

({T}: Add {W}.)

Land
Plains (vow) 398
5
Sacred Foundry

({T}: Add {R} or {W}.) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Sacred Foundry (rav) 280
1
Sea of Clouds

Sea of Clouds enters the battlefield tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Land
Sea of Clouds (clb) 360
1
Shivan Reef

{T}: Add {C}. {T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.

Land
Shivan Reef (dmu) 255
1
Spectator Seating

Spectator Seating enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {W}.

Land
Spectator Seating (cmr) 356
1
Steam Vents

({T}: Add {U} or {R}.) As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Steam Vents (gpt) 164
1
Stormcarved Coast

Stormcarved Coast enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {R}.

Land
Stormcarved Coast (vow) 265
1
Sulfur Falls

Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.

Land
Sulfur Falls (plst) DOM-247
1
Sundown Pass

Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}.

Land
Sundown Pass (vow) 266
1
Training Center

Training Center enters the battlefield tapped unless you have two or more opponents. {T}: Add {U} or {R}.

Land
Training Center (cmr) 358
1

Sorcery

Quantity: 2Price: $0.35
Fabricate

Search your library for an artifact card, reveal it, put it into your hand, then shuffle.

Sorcery
Fabricate (plst) M10-52
1
You've Been Caught Stealing

Choose one — • Threaten the Merchant — Each creature blocks this turn if able. • Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Sorcery
You've Been Caught Stealing (clb) 211
1

Deck Stats

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Description

{"ops":[{"insert":"When most players think of Banding, they think of it as that ability that nobody bothers to learn, because it's old and even in the old days nobody cared about Banding creatures. The truth is, Banding is actually one of the most potent creature keywords, allowing a great deal of strategic control. Sadly, the mechanic is hamstrung by being printed mostly on terrible creatures.\n\nLuckily, though, there are banding-granting cards to drag a cool mechanic out of the gutter, by handing it to genuinely any creature you want -- "},{"insert":{"card-link":"Helm of Chatzuk"}},{"insert":" and "},{"insert":{"card-link":"Baton of Morale"}},{"insert":" are the most notable, though "},{"insert":{"card-link":"Nature's Blessing"}},{"insert":" and "},{"insert":{"card-link":"Formation"}},{"insert":" can also do work. So, from this, it behooves us to know what Banding does.\n\nBriefly put, any number of creatures with banding and up to one without can attack \"as a band\", in which case, if one of the creatures in the band becomes blocked, all of them become blocked by the same blocker(s). That's not the powerful part. The powerful part is that if you control a Banding creature that is either attacking in a band or blocking, you choose how the combat damage of all creatures blocking or blocked by the banding creature assign their combat damage, and can divide it as you choose in any configuration. This means, for instance, that if you attack with a band of a 2/2 and a 3/3, and a 2/2 blocks it, you can bury the damage on the 3/3 and lose nothing. If a 10/10 blocks, you can put all 10 damage on the 2/2 and keep your better creature. And if "},{"insert":{"card-link":"Blightsteel Colossus"}},{"insert":" attacks and you block with "},{"insert":{"card-link":"Benalish Hero"}},{"insert":" , the hero can take all that infect damage, trample be damned. Throw in a 1/1 token to the block, and the token can eat it, leaving both you and your hero alive and Blightsteel very frustrated.\n\nThis makes Banding an absolute joy for any commander who wants to attack (say, because they have a kickass attack trigger) but has trouble surviving when they do it. "},{"insert":{"card-link":"Márton Stromgald"}},{"insert":", for instance, can make massive "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":"-style pushes, but normally will be shuffling off his 1/1 mortal coil when he does, necessitating a \"table kill or bust\" mentality... unless he bands up with one of his pumped buddies to soak the damage for him. This is a good reason why the banding artifacts, especially Helm of Chatzuk, should be included in more decks; they make combat safer for you as an attacker, and can have amazing defensive utility in certain cases.\n\nBut, I don't want to stop there, with just showing you an "},{"attributes":{"italic":true},"insert":"ordinary"},{"insert":" deck made better by the inclusion of Banding tech. Instead, I want to show you all one of the most insane and glorious combos to exist in the game as you put one of Magic's strangest mechanics together with one of Magic's strangest creatures in order to kill players with combat damage from their own blocking creatures.\n\nThe weird and wonderful creature that makes this madness possible is "},{"insert":{"card-link":"Butcher Orgg"}},{"insert":". While most look at that text and say \"okay, it's basically a weird giga-trample\", Butcher Orgg holds the distinction of being the only creature in Magic capable of dealing "},{"attributes":{"italic":true},"insert":"combat"},{"insert":" damage to its own controller, since \"You may assign Butcher Orgg’s combat damage divided as you choose among defending player and/or any number of creatures they control.\" does not specify, at any point, that Butcher Orgg must be attacking. If your Butcher Orgg blocks, it will be assigning combat damage, and then you as its controller may choose to assign it divided among the defending player and creatures the defending player controls. Which is to say, you and your creatures. There is usually absolutely no reason to do this, it's one of the most bizarre and irrelevant corner cases you can find where you've been forced to block, you have a "},{"insert":{"card-link":"Curiosity Crafter"}},{"insert":", say, and decide \"hey, I want that trigger and am willing to take damage for it\".\n\nBut what happens when a Butcher Orgg blocks an attacking band? Well, then Banding kicks in and lets the attacker (the controller of the Band) assign Butcher Orgg's combat damage. And Butcher Orgg can then assign its combat damage to the defending player and/or creatures the defending player controls, at the discretion of the attacking player, because your Banding maneuver was just so absolutely flawless that the Butcher Orgg will smack its own allies and even boss to death thinking that's the enemy it needs to fight.\n\nOf course, it will be a little bit difficult to set up this wonderful situation where your opponents block your attacking bands with Butcher Orggs and are subsequently slaughtered in an uprising of four-armed rabbit-eared ogre monsters, since most players do not run Butcher Orgg and certainly don't run more than one.\n\nThis is where "},{"insert":{"card-link":"Mirrorweave"}},{"insert":" comes in. With Mirrorweave, if you have a Butcher Orgg, everybody can have as many Butcher Orggs as they have creatures. And thus, the kill is prepared: Make everybody Butcher Orgg, attack with bands of Butcher Orggs, and thus cause all the enemy Butcher Orggs to kill their own masters. From full life, the Butcher Orgg blowout will kill any player who controls 5 or more creatures to be forced to block, since the attacking Orgg duo will do 12 damage and the blockers will do 6 per. This seems like a lot, but at the lower power levels (and let's face it, we're showing off the weirdness not tuning for competitive) games of EDH often result in large-board stalemates... which Banding is good at breaking to begin with since it reduces or even eliminates the defender advantage, but I digress. It's also as possible to force players to have more creatures by generating tokens for them, which might seem like an act of goodwill until those tokens become treacherous Butcher Orggs.\n\nBecause Butcher Orgg is red and Mirrorweave is a blue-white hybrid card, that means the deck must be a WUR deck (at least), which suits me just fine. I've chosen "},{"insert":{"card-link":"Guile, Sonic Soldier"}},{"insert":" to command the deck because he's one of the commanders who can really enjoy some good Banding tech in order to attack with impunity, protecting him when he doesn't have a counter to Flash Kick or allowing him to Sonic Boom instead of Flash Kick since he doesn't have to worry about being ganged to death as long as he has a little bodyguard. Plus, this deck is weird, might as well crown the strangeness with a Universes Beyond commander.\n\nAnd that breaks the deck into things to see other than the main feature of death by Butcher Orgg. Silly tokens? "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" (with banding) has you covered. Charge counter manipulation? A little Liquimetal goes a long way to get Guile in on the party personally, but he doesn't have to be. Life gain synergies? Well, Guile can gain us life and then there are silly ways with counters, so why not? I had a blast designing this thing; it's wacky and its wild and it's got a hell of an engine and some strange wincons even aside from the possibly strangest wincon in magic, so I hope you'll check it out and find all the bizarre synergies stuffed in there.\n"}]}
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