recursal/Fanatic-Fandom huggingface dataset:
Cat-Bee

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## Cat-Bee

* Juguete
* Ensangrentado
* Arte de Playtime Co.

## Apariencia

### Debut en

Capitulo 1: A Tight Squeeze

**Cat-Bee** es un juguete producido por Playtime Co . Se han encontrado muchos modelos de Cat-Bee en la fábrica de Playtime Co. , algunos de los cuales han sido dañados. Aparecen en el Capítulo 1: A Tight Squeeze de Poppy Playtime , donde el jugador debe hacer su propia Cat-Bee en la máquina Make-A-Friend , y escanearla para abrir una puerta a la salida.

## Apariencia

La forma intacta de Cat-Bee se asemeja a un gato amarillo de cuatro patas con rayas negras y dos antenas. Al otro lado de las dos antenas hay orejas de gato.

Cat-Bee tiene un hocico blanco, nariz negra, cejas marrones finas, dos ojos negros con pestañas y 4 rayas negras en la cara (una en cada mejilla y dos encima de la cabeza, alineadas con la antena). Ella tiene una nuca blanca en el pecho, así como una cola de gato (con rayas negras) y alas de abeja de color azul claro.

## Historia

### Capítulo 1: A Tight Squeeze

Cat-Bee se presenta por primera vez cuando el Jugador crea un nuevo juguete en la máquina Make-A-Friend , justo antes de Vent Chase. También están en el tráiler del Capítulo 1 y en Poppy Room , donde se demostró que estaban dañados y colgados. Su pata trasera derecha y su cola parecen haber sido arrancadas, y su exterior tiene salpicaduras de sangre.

## Curiosidades

* Cat-Bee es el único juguete que no tenía un póster en el Capítulo 1, aunque si se pueden encontrar juguetes de Cat-Bee esparcidos por la fábrica. Sin embargo, obtuvo dos carteles en el Capítulo 2.
* En las cámaras de Playtime Co. Security Feed, en Playtime Area, apareció un Cat-Bee dañado poco antes de ser arrastrado fuera de la vista unos días después.
* Cat-Bee es el único juguete que no se incluye en la campaña de colección digital.
* Cat-Bee es el primer juguete de la colección Kitty Cat. También es la primera Swap-imal que vemos en el juego.
Command Zone Template

The 'Command Zone Template' is a deckbuilding template as published by Jimmy Wong and Josh Lee Kwai on their podcast 'The Command Zone'. It is less structured than the 8 by 8 or related templates, but instead focuses on more optimized or accurate category sizes for key categories such as Ramp, Mass Removal and Card Draw

## Breakdown

**Ramp: 10-12 Cards** (*formerly 10*)

* Ramp is more ubiquitous than it used to be in EDH, making it easier to acquire, and also more prevelant (*and therefore you need to keep up with your opponents as they ramp*)
* Artifact ramp (*Mana Rocks*) can be destroyed, so having extra ramp cards provides some insurance against that.

**Card Draw: 10 Cards** (*originally still 10*)

* 10 Cards ensures you almost certainly draw at least one (*often starting the game with one in hand*).
* Card draw makes it far more difficult to run out of cards, or options.

**Removal: 10-12 Cards** (*formerly 5*)

* Faster cards and more ramp means more spells getting cast which require more 'answers'.
* Removal can often save you from losing the game by removing a threat, or a value engine that can 'run away' with the game.
* EDH has a wider variety of permanents that need 'answers' now than it used to.

**Mass Removal: 3-4 Cards** (*formerly 5*)

* Mass Removal is neccessary because there are some problems that single target removal can't fix, but: They can cause longer games, & Can reset your game plan too.
* Mass Removal is generally slower than single target removal.
* You can often operate with less than 5, since many opponents will also have access to mass removal and you can benefit from theirs.

**References:**

'The NEW Commander Deckbuilding Template' on Youtube
Circuitos de Energía

* Rojo
* Amarillo
* Verde
* Azul

**Circuitos de Energía** son unos de los objetos principales *Capítulo 1: A Tight Squeeze* necesarios para continuar con la historia. Los circuitos de energía se usan para desbloquear la mano roja del GrabPack y se pueden encontrar alrededor del Almacén.

## Apariencia

Los Circuitos de Energía parecen estar hechos de metal y **luces LED**. En la parte superior de los circuitos hay una **batería** con un letrero de peligro. Sin embargo, la parte inferior es desconocida, ya que no se ve durante el juego y solo puede verse con "mods o data mining"..

## Localización

Desde que la ubicación de los Circuitos de Energía es aleatoria (excluyendo la azul), Aqui están los sitios donde se pueden encontrar.

* La valla rota
* Primer armario del almacén
* Cerca de un carro de conserje
* Cerca de la estanteria de la Cinta VHS Amarilla puede ser obtenida
75 Percent

75% deckbuilding is a deckbuilding philosophy created by Coolstuff Inc. writer Jason Alt in 2014. It has been a weekly column on the Coolstuff Inc. website ever since.

## **The 75% Philosophy**

The purpose of 75% deckbuilding is to create decks that are appropriate for unknown metas or groups of players you do not know, such as strangers at a local game store, or an event such as a MagicFest or CommandFest. A 75% deck aims to keep up with players whose decks are on the tuned and optimized end of the spectrum, without overpowering and making the game miserable for players on the more casual end of the spectrum.

### Etymology

The term “75%” refers to a hypothetical sweet spot between a fully-tuned deck (here imagined to be "100% tuned") and a more casual, fun deck (an imagined "50%").
"75%" is not meant to quantitative. Referring to a deck as "80%" (or even the above example of "100% tuned") and other such numbers would be a misapplication of the term, as 75% theory does not presuppose any 'levels' of deckbuilding or power.
### Tenets

In late 2014, Jason Alt published an article titled “8 Simple Rules for Playing in My Commander Group". The author has referred to this article as "the article to read if you only read one article about the philosophy." The article outlines 8 guidelines to help people build with the end goal of a 75% deck in mind:
* Scalable spells help tailor your cards to the power levels of your opponents' decks.
* Always start weak and improve the deck, never weaken a better deck.
* You can skew toward power, provided you skew away from consistency.
* It is better to punish everyone equally for doing something rather than prevent someone from doing it.
* Building around a theme will keep the power level from skewing too high.
* Imposing limitations encourages creativity and promotes balance.
* Do what you need to do to protect the execution of your strategy.
* Try to vary the game experience, and build with multiple paths to victory in mind.

**References**

* [Building a 75% Commander Deck]
Additional Combat Cards

"Additional Combat Cards" are an uncommon deck category, mostly because they are almost confined to Red. Most Aggressive decks would consider the benefit of cards that grant them an additional chance to attack

"Additional Combat Cards" are cards that grant an additional combat phase for the turn, allowing 2 (*or sometimes more*) chances to attack within a single turn.

Red has ~16 cards which are: **Aggravated Assault, Akki Battle Squad, Breath of Fury, Combat Celebrant, Fury of the Horde, Godo, Bandit Warlord, Hellkite Charger, Lightning Runner, Moraug, Fury of Akoum, Port Razer, Relentless Assault, Savage Beating, Scourge of the Throne, Seize the Day, World at War & Zariel, Archduke of Avernus**

Boros has ~4 cards which are: **Response // Resurgence, Raiyuu, Storm's Edge, Aurelia, the Warleader & Waves of Aggression**

Bant has ~1 cards which is: **Finest Hour**
See Also: Blue Extra Turn Cards

Blue has ~1 cards which is: **Illusionist's Gambit**
See Also: Blue Extra Turn Cards
Seguridad

* Entrada
* Interior

**Seguridad** es una localización del *Capítulo 1: A Tight Squeeze* de *Poppy Playtime*. Se encuentra a la izquierda de la Entrada Principal. El GrabPack y la Cinta VHS Azul are found in the room.

## Apariencia

La entrada incluye un sofá rojo a la izquierda con un juguete de Cat-Bee ensangrentado sobre el sofá. También hay una puerta que está bloqueada y requiere un código para abrirla. Para acceder a la sala de seguridad e ingresar el código correcto, debe hacer clic en los colores en el orden correspondiente que aparecen en el tren que circula en la parte superior de la Tienda de Regalos a la derecha de la Entrada Principal. El orden de color correcto es: Verde, Rosa, Amarillo, y Rojo.

Una vez que accedes a la puerta de la sala de seguridad, se te presentará una oficina de seguridad con varias sillas a la izquierda y un escritorio junto con un montón de televisores en la pared. También habrá una cinta VHS de color azul encima de un escritorio que debes colocar en el reproductor VHS azul para abrir la ventilación. La cinta detalla cómo usar el GrabPack, y también que usarlo en un compañero de trabajo resultará en lesiones, mientras muestra a un empleado con la cabeza arrancada. Una vez que termines la cinta, serás recompensado con la Mano Azul del GrabPack. Tienes que usar la Mano Azul para abrir la puerta detrás del área de recepción.

## Galería

El teclado que hay al lado de la puerta.El GrabPack en el conducto cerrado.Un juguete ensangrentado de Cat-Bee en el sofa al lado de la puerta cerrada.La Mano Azul
Boros

Card Draw
* Enchantments
* Artifacts
* Land
* Enchantments
* Artifacts
* Land
* Planeswalker

Boros (*sometimes called Lorehold*) is the color combination of red and white. It is named for the Boros Legion on the plane of Ravnica.

Popular Boros commanders include Feather, the Redeemed, Firesong and Sunspeaker, and Depala, Pilot Exemplar.

**See the top Boros cards in EDH!**

## **Identity**

White and red typically conflict over matters of order vs. chaos, but collaborate over a shared drive to take action, regardless of whether that action is motivated by a sense of morality or by emotion. Boros takes a militaristic approach to problem-solving, often creating fervent and impassioned followers. Boros may operate with a strict, regimented code, but is also willing to do whatever it feels is necessary to achieve its goals, sometimes even breaking the very rules it seeks to establish.

## **Popular Boros Strategies**

* Voltron**Voltron** is an *Archetype* or deck type, that seeks to turn their commander into a single powerful, hopefully invulnerable threat, and then doing 21 damage in combat with that commander (*Commander damage means a player loses if a single commander has done 21 damage to them, regardless of their life-total*)
* Aggro**Aggro** is an *Archetype* or deck type, that seeks to win with Creatures, usually by attacking with lots of them, but sometimes by directly harming their opponents
* Artifacts**Artifacts** is an *Archetype* or deck type, that seeks to play lots of Artifact cards, and cards that care about or reward you for playing Artifacts. This can snowball, sometimes producing lots of mana or drastically reducing Artifact cost while drawing cards each time it plays an Artifact.
* Tribal**Tribal** is an *Archetype* or deck type, that seeks to utilize rewards by sticking to a single creature type. Normally an Aggro (*combat based*) archetype, but some tribes or commanders may allow them to play differently. Decks

## **Strengths and Weaknesses**

### Strengths

Boros is the color of speed. It can assemble a powerful board state more quickly than other color combinations, sometimes even able to eliminate enemies before those enemies have had a chance to properly establish their plans. Boros excels in combat, especially by preventing damage to its own creatures while compounding damage dealt to enemies, including via additional combat steps. Boros decks may vary between creating a large board of many creatures to overrun their opponents, or buffing up a singular, powerful creature to take their enemies down with a few well-timed strikes.
### Weaknesses

Both red and white are deficient in the realm of card draw, sacrificing a long-term strategy for short-term speed. However, short-term speed may not be enough to emerge victorious, especially if the Boros player's most powerful cards do not scale well enough to deal meaningful damage to multiple enemies. These factors combine to cause Boros to suffer in longer games where their enemies may easily outpace them with resource advantage.
Poppy Playtime Cap. 2 (Banda Sonora)

## ***Poppy Playtime Cap. 2***Banda Sonora por Mob Entertainment

***Poppy Playtime Cap. 2*** es una álbum de banda sonora hecho por Mob Entertainment, creado para el *Capítulo 2: Fly in a Web* de *Poppy Playtime*. Fue lanzado el 7 de Mayo de 2022, dos días después de que el Capítulo 2 fuera lanzado, a través de MOB Records.

## Audios

Poppy Playtime Ch 2 OST (01) - Fly in a WebPoppy Playtime Ch 2 OST (02) - Mommy Long LegsPoppy Playtime Ch 2 OST (03) - A Doll in DistressPoppy Playtime Ch 2 OST (04) - The Game StationPoppy Playtime Ch 2 OST (05) - Everything Will MeltPoppy Playtime Ch 2 OST (06) - Game OnPoppy Playtime Ch 2 OST (07) - Too Perfect to LosePoppy Playtime Ch 2 OST (08) - Quick InterventionPoppy Playtime Ch 2 OST (09) - The Tale of BarryPoppy Playtime Ch 2 OST (10) - Lights OffPoppy Playtime Ch 2 OST (11) - Clocking Some OvertimePoppy Playtime Ch 2 OST (12) - Peek-A-Boo!Poppy Playtime Ch 2 OST (13) - One Last GamePoppy Playtime Ch 2 OST (14) - ArachnophobiaPoppy Playtime Ch 2 OST (15) - When I'm FreePoppy Playtime Ch 2 OST (16) - Downward Spiral
Wuggies

* Rojo
* Rosa (Kissy)
* Naranja
* Amarillo
* Verde
* Azul (Huggy)
* Morado

Los Wuggies son antagonistas menores que aparecen en Project: Playtime, y solo aparecen como versiones hambrientas y hostiles de los Mini Huggies. Solo aparecen como obstáculos que no se pueden jugar cuando caen por el Feeding Pit, y todos se contrarrestan de manera similar al juego Wack-a-Wuggy.

## Apariencia

Los Wuggies tienen un parecido con los Mini Huggies (que debutaron en el Capítulo 2: Fly in a Web), y ambos son contrapartes reducidas del icónico Huggy Wuggy. Los Wuggie tienen constantemente la boca abierta, que muestra dientes afilados.

A diferencia de los Mini Huggies, tienen más de 4 colores de pelaje distintos, que aparecen aleatoriamente como rojo, naranja, amarillo, verde, azul oscuro, morado o rosa. Cada Wuggy rosado aparece con pestañas, se presume que es como un homenaje a la adorable Kissy Missy.

## Gameplay

### Project: Playtime

Los Wuggies actúan como un obstáculo después de que el llamado "The Monster" los envió a través del "Feeding Pit" (es decir, el Pozo de Alimentación). Cuando al menos un sobreviviente cae al foso, los Wuggies son elegibles para engendrar. Se generarán aleatoriamente en las innumerables tuberías que sobresalen del gran centro cerrado de la alcantarilla.

Como si estuvieras jugando al minijuego Wack-a-Wuggy, usa tu práctico GrabPack para golpear los pequeños juguetes. No hacerlo resultará en un jumpscare, y ser enviado al foso en tres ocasiones separadas resultará en un jumpscare garantizado independientemente de cualquier acción.
Jeskai

Jeskai is the color combination of blue, red, and white. It is named for the Jeskai Way on the plane of Tarkir.

Popular Jeskai commanders include Kykar, Wind's Fury, Elsha of the Infinite, and Narset, Enlightened Master.

## **Identity**

Jeskai seeks truth and enlightenment, and the achievement of one's true potential. It combines blue's search for perfection with white's focus on discipline, while red helps manifest this goal by taking action.

## **Popular Jeskai Strategies**

* Spellslinger
* Storm
* Pillowfort
* Group Hug

## **Weakness**

The absense of Black and Green's Recursion Cards makes recursion an awkward prospect in Jeskai. Jeskai finds it's recursion more limited and conditional, such as:

* Recurring small creatures (*from White*)
* Recurring Artifacts
* Recurring Spells (*from Red and Blue*)
Pasillo de la Estación de Juegos

El **Pasillo de la Estación de Juegos** (título conjetural) es una ubicación de Playtime Co., el cual debutó en el *Capítulo 2: Fly in a Web* de *Poppy Playtime*. Tiene como función acceder a la Estación de Juegos y es la primera interacción entre el Jugador y Mommy Long Legs.

## Galería

Una versión BETA del Pasillo de la Estación de Juegos.
Izzet

Card Draw
* Artifacts
* Land
* Planeswalker
* Spells

Izzet (*sometimes called Prismari*) is the color combination of Blue and Red. It is named for the Izzet League on the plane of Ravnica.

Popular Izzet commanders include Niv-Mizzet, Parun, Jhoira, Weatherlight Captain, and The Locust God.

**See the top Izzet cards in EDH!**

## **Identity**

Blue and red reach common ground with blue’s pursuit of knowledge and red’s emotional depth. Izzet retains the desire to gain perfection through experimentation but red allows this search to go in directions that blue would never go on its own. Red makes Izzet creative and impulsive, making tests that produce unpredictable results and that answer questions no one thought to ask. This dynamic makes Izzet cunning, proactive, and ready to act to solve larger problems, but it also means the color lacks focus, sometimes experimenting for the sake of experimenting, rather than knowledge, and thus can lose sight of what really matters.

## **Popular Izzet Strategies**

* Artifacts
* Spellslinger
* Combo/Storm
* Wheels

## **Strengths and Weaknesses**

### Strengths

Red and blue maintain powerful control over spellcraft and artifice, able to cast, copy, recast, reclaim, tutor, and glean additional benefit from instant and sorcery spells that no other color combination can achieve. Similarly, Izzet can manipulate artifacts, often putting them onto the battlefield for free or enhancing their capabilities. Izzet decks excel at card draw and even control to maintain resource advantage over their opponents and prevent enemies from enacting their game plans.
### Weaknesses

Izzet decks focus so primarily on noncreature cards that they have notoriously weak creatures. Both colors also struggle to permanently remove enchantment cards from the battlefield. Izzet decks often rely upon the combined synergy of multiple cards to produce the most powerful benefits, which means they may stumble if they are unable to properly assemble the correct pieces and put them together.
Biografía Elliot Ludwig

## Biografía de Elliot Ludwig

* VHS
* VHR
* Video

**Biografía Elliot Ludwig** (también conocida como **Cinta VHS Marrón**) es una grabación VHS en el *Capítulo 2: Fly in a Web*.

## Apariencia

Biografía Elliot Ludwig es una sucia cinta de color marrón que se puede encontrar en la Oficina de Elliot Ludwig y puede ser reproducida al introducirla en el reproductor VHS al lado de la entrada.

## Audio

 **Transcripción:** **Narrador:** "Playtime Co. es el producto de un gran hombre llamado **Elliot Ludwig**".
**Narrador:** "Divorciado, pero un hombre de familia con un gran corazón, siempre tuvo la mira puesta en llevar juguetes asombrosos a niños asombrosos de todo el mundo".
**Narrador:** "Ludwig pasó innumerables horas en la fábrica, trabajando horas extra sin descanso en un intento de innovar y sorprender continuamente".
**Narrador:** "En la década de 1960, una desafortunada muerte familiar había llevado a Ludwig a su punto más bajo".
**Narrador:** "Pero con tanta ambición, se levantó y continuó cumpliendo su visión de la fábrica de juguetes Playtime Co.".
**Narrador:** "Ludwig nunca podría contentarse con dejar un proyecto sin terminar, pero ¿cómo llegó un hombre a crear un imperio tan asombroso?"
**Narrador:** "¿Cómo se las arregló para mantenerse decidido, incluso después de sufrir una pérdida tan trágica?"
**Narrador:** "Todo empezó en el fiel año de 19-"

## Curiosidades

* El video tiene el estilo de un documental biográfico que detalla su vida.
* El rostro de Elliot Ludwig parece estar censurado en la grabación, ya sea con cuadros negros o volviendo la imagen borrosa. Actualmente se desconoce la razón dentro del universo para esto, pero la razón fuera del universo puede deberse a que los desarrolladores del juego usaron fotografías y material de archivo mientras creaban la cinta.
Mardu

Mardu is the color combination of red, white, and black. It is named for the Mardu Horde on the plane of Tarkir.

Popular Mardu commanders include Edgar Markov, Queen Marchesa, and Kaalia of the Vast.

## **Identity**

Mardu aspires to freedom, traveling nomadically and often opportunistically. Red provides this identity with a swift, aggressive impulse that combines with black's ruthlessness to help conquer enemies, while white provides a warrior's code to keep the Horde in tandem and seeking glory and honor.

## **Popular Mardu Strategies**

* Aggro
* Equipment theme/Voltron
* Politics
* Group Slug
* Lifegain
* Tribal
Damage Doubling Cards

"Damage doubling cards" is an uncommon deck building category. It contains cards that cause you to do additional damage, normally double, and normally with your creatures.

While not restricted to any Archetype, damage doublers are normally found in aggressive decks.

Red has ~36 cards including: **Fiery Emancipation, Embercleave, Temur Battle Rage, Dictate of the Twin Gods, Berserkers' Onslaught, Jeska, Thrice Reborn, Savage Beating, Curse of Bloodletting, Psychotic Fury, Fire Servant, Rush of Blood & Goblin Goliath**

Green has ~20 cards including: **Overwhelming Stampede, Hydra's Growth, Solidarity of Heroes, Nylea's Colossus, Heroe's Bane, Berserk, Fractal Harness, Biogenic Upgrade & Exponential Growth**

White has ~20 cards including: **True Conviction, Halvar, God of Battle // Sword of the Realms, Battle Mastery, Paladin Class, Silverblade Paladin, Holy Avenger & Kwende, Pride of Femeref**

Black has ~3 cards which are: **Wound Reflection, Archfiend of Despair & Warlock Class**

Colorless has ~7 cards which are: **Fireshrieker, Inquisitor's Flail, Grappling Hook, Sword of Hours, Electrostatic Pummeler, Solarion & Wine of Blood and Iron**

 **Boros** has ~7 cards which are: **Boros Charm, Sunhome, Fortress of the Legion, Reyav, Master Smith, Bruse Tarl, Boorish Herder, Blade Historian, Double Cleave & Onward // Victory**
 **Simic** has ~4 cards which are: **Prime Speaker Zegana, Hadana's Climb // Winged Temple of Orazca, Tanazir Quandrix & Evolution Vat**
 **Selesnya** has ~2 cards which are: **Arahbo, Roar of the World & Veteran Cathar**
 **Rakdos** has ~2 cards which are: **Obosh, the Preypiercer & Anthem of Rakdos**
 **Jeskai** has ~1 card which is: **Shu Yun, the Silent Tempest**
Landfall Trigger Cards

"Landfall Trigger Cards" are a rare deckbuilding category, normally limited to Landfall decks.

"Landfall Trigger Cards" are cards that provide a beneficial trigger whenever you play a land.

Green has ~44 cards including: **Avenger of Zendikar, Rampaging Baloths, Lotus Cobra, Scute Swarm, Evolution Sage, Courser of Kruphix, Tireless Tracker & Tireless Provisioner**

Red has ~24 cards including: **Moraug, Fury of Akoum, Valakut Exploration, Valakut, the Molten Pinacle, Nesting Dragon, Geode Rager, Tunneling Geopede & Toggo, Goblin Weaponsmith**

White has ~15 cards which are: **Felidar Retreat, Emeria Shepherd, Emeria Angel, Admonition Angel, Retreat to Emeria, Trove Warden, Cemetery Protector, Prowling Felidar, Canyon Jerboa, Fearless Fledgling, Steppe Lynx, Makindi Ox, Sunspring Expedition, Ondu Greathorn & Fledgling Griffin**

Black has ~15 cards which are: **Dread Presence, Retreat to Hagra, Bloodghast, Ob Nixilis, the Fallen, Curse of the Restless Dead, Skyclave Shade, Scrib Nibblers, Caustic Crawler, Guul Draz Overseer, Soul Stair Expedition, Dreadwurm, Veilborn Ghoul, Geyserfield Stalker, Hagra Crocodile & Surrakar Marauder**

Blue has ~14 cards which are: **Retreat to Coralhelm, Roil Elemental, Ruin Crab, Hedron Crab, Cosima, God of the Voyage // The Omenkeel, Trench Behemoth, Guardian of Tazeem, Ior Ruin Expedition, Tideforce Elemental, Windrider Eel, Wave-Wing Elemental, Calcite Snapper, Skyclave Squid & Shoal Serpent**

Colorless has ~6 cards which are: **Horn of Green, Seer's Sundial, Eternity Vessel, Adventuring Gear, Hedron Scrabbler & Hedron Rover**
Commander-Centric

Commander-Centric decks, in contrast to Commander-Agnostic and Commander-Supported decks, are highly reliant upon their commander as a key component of their primary strategy. These decks take advantage of constant access to their commander in the command zone every game to create synergies that pair powerfully with their commander, explicitly using that commander as a means of achieving victory.

Commander-Centric decks are often build from a Top Down approach

## **Concepts**

Commander-Centric decks make significant use of their commanders during gameplay, often using the commander as a primary win condition or as a powerful form of card advantage. A high number of cards in the deck will exist specifically to provide powerful, complementary synergies to the commander's abilities, and may not provide significant benefit without the commander on the battlefield.

Commander-Centric decks also often incorporate a high number of cards that help protect their commander, to keep it on the battlefield as long as possible. Though commanders can be recast from the command zone, additional command tax can prevent commander-centric decks from recasting their commanders and fully accomplishing their primary game plans.

**Archetypes that are commonly commander-centric:**

* Voltron
* Blink
* Lifegain
* Wheels
* Enchantress
* Discard
* Stax
* Combo

## **Upsides of Building a Commander-Centric Deck**

* Commander-centric decks always have access to their commander in the command zone, which can help streamline the deck's strategy and create consistency, since they do not need to locate other specific cards in the deck to set their gameplan in motion.

* Commander-centric decks can create powerful, unique synergies that other decks may not be able to access as quickly. Decks that rely more heavily on key cards within the 99 may take more time to locate and cast those cards, a problem not shared by commander-centric decks, which may provide commander-centric strategies with enough time to disrupt or defeat their enemies before they have properly set their own plans in motion.

## **Downsides of Building a Commander-Centric Deck**

* Commander-Centric decks are extremely susceptible to removal, as the majority of cards in their deck may only be effective with the commander in play, and provide minimal impact without that commander. Removing their commander may result in an extreme setback that completely prevents a commander-centric deck from winning the game.

* Commander-Centric decks are difficult to reforge into new decks with different commanders, should the pilot wish to build a new deck. Many cards in the 99 provide specific and unique synergies with one specific commander, which makes them less effective in other decks.
Bahía 09

Bay 09 es una ubicación en la fábrica de Playtime Co. , que debutó en el Capítulo 2: Fly in a Web .

## Descripción

Bay 09 es una habitación abandonada y oxidada llena de grandes tuberías, escaleras y cables. El jugador atraviesa esta área para llegar a la Estación de Juegos , después de escapar de Mommy Long Legs

## Curiosidades

* Bay 09 puede haber estado relacionado con Stairway of Hell, ya que el logotipo de "Bay 09" se puede encontrar en los archivos de las imágenes no utilizadas de Stairway to Hell.
Copy Spells

"Copy Spells" are a rare deck building category that many other archetypes include incidentally because of their ability to copy game-ending spells and resolve them first or turn Countermagic back against it's caster. "Copy Spells" are normally found in Spellslinger, Storm and sometimes Aikido

"Copy Spells" are cards which enable you to copy your spells. Sometimes as a spell themselves, but occasionally through triggers and activated abilities.

Red has ~22 cards including: **Dualcaster Mage, Reverberate, Increasing Vengeance, Double Vision, Reiterate, Pyromancer's Goggles, Krark, the Thumbless, Wild Ricochet, Zada, Hedron Grinder, Fury Storm & Dual Casting**

Blue has ~15 cards which are: **Narset's Reversal, Swarm Intelligence, Insidious Will, Naru Meha, Master Wizard, Twincast, Mnemonic Deluge, Will Kenrith, Mischievous Quanar, Sigil Tracer, Wizard's Spellbook, Uyo, Silent Prophet, Sea Gate Stormcaller, Echo Mage, Jin-Gitaxias, Progress Tyrant & Meletis Charlatan**

Green has ~1 cards which is: **Unbound Flourishing**

Colorless has ~9 cards which are: **Wandering Archaic // Explore the Vastlands, Primal Amulet // Primal Wellspring, Lithoform Engine, Twinning Staff, Mirrorpool, Precursor Golem, Mirari, Reflective Golem & Lucky Clover**

 **Temur** has ~2 cards which are: **Kalamax, the Stormsire & Riku of Two Reflections**
 **Jeskai** has ~1 cards which is: **Odds // Ends**
 **Blueless** has ~1 card which is: **Ink-Treader Nephilim**
Jund

Card Draw
* Enchantments
* Artifacts
* Land
* Enchantments
* Artifacts
* Land
* Planeswalker
* Spells

Jund (*sometimes referred to as Riveteers*) is the color combination of Black, Red, and Green. It is named for the Jund shard on the plane of Alara.

Popular Jund commanders include Lord Windgrace, Korvold, Fae-Cursed King, and Prossh, Skyraider of Kher.

**See the top Jund cards in EDH!**

## **Identity**

Jund is a world of savagery, and embodies the philosophy of "kill or be killed". Green provides this identity with the might it needs to outlast a world of survival of the fittest, while Black and Red give it the cunning and alacrity it needs to dominate the enemies who threaten its territory.

## **Popular Jund Strategies**

* Aristocrats**Aristocrats** is an *Archetype* or deck type, that seeks to sacrifice it's own creatures for advantage. The advantages (such as cards drawn or tokens created) replace the sacrificed creature, while often the deck can repeatedly return sacrificed creatures to the battlefield or their hand.
* Landfall**Landfall** is an *Archetype* or deck type, that seeks to get extra lands into play, and get rewards every time they do so, that increase in potency the more of them they draw as the game goes on./Ramp**Ramp** is a term for utilizing that increase your access to mana every turn, ideally leaving you consistently able to cast bigger spells than all of your opponents.
* Goodstuff**Good-stuff** is an *Archetype* or deck type, that utilizes the best cards in it's combination of colors with little regard for 'synergy', meaning when cards are more powerful when paired together.

## **Weakness**

Jund's exemplary spread of removal options, hides a minor weakness... The absence of Blue's Countermagic**Countermagic** is a term for cards that cancel out another card as it is being cast, causing it to have no effect and go into the graveyard. and White's related Protection and Hexproof options means Jund has very limited options for dealing with Spells such as Instants and Sorceries. While Red offers a few cards that attempt to counter a spell, it is more common to utilize Red's redirect effects (*such as Shunt*) due to their ability to Two-For-One an opponent by undoing what their spell WOULD do and ALSO utilizing it for yourself.
Goodstuff

'Goodstuff' refers to a deck strategy that focuses on the sheer power of individual, standalone cards, rather than creating powerful synergies between cards. Goodstuff decks commonly include many of the most powerful cards available to each of their colors, but may lack an cohesive or unifying theme.

Goodstuff decks may appear in any color combination, though it is most common in decks with multiple colors.

## **Concepts**

Goodstuff decks commonly make use of "staple" cards in the EDH format, cards that are widely considered the most powerful in their color, and which are popularly used in an extremely large number of Commander decks. This usually includes the most effective cards in specific categories such as ramp, removal, and card draw.

Importantly, the use of popular staples does not automatically classify a deck as 'goodstuff'. Goodstuff decks are characterized by the *abundance* of individually powerful cards and format staples.

## **Strengths and Weaknesses**

### Strengths

* Goodstuff decks tend to be extremely consistent, as the cards used tend to be extremely flexible, often able to respond to a variety of gameplay scenarios.

* Goodstuff cards tend to be among the best cards that can perform their specific role, and do not rely upon other cards to make them powerful, which can outpace opponents whose primary deck synergies have not come together properly.

* Goodstuff decks tend to be Commander-Agnostic, and can make powerful moves within the game even without the assistance of or access to their commanders.

### Weaknesses

* Because goodstuff decks are rooted in common format staples, they have a tendency to become repetitive from game to game, which may not be appealing to players who enjoy high variance in games of Commander.

* Goodstuff decks with standalone cards can be easily outpaced by other decks whose card synergies produce exponentially more powerful results.

* Goodstuff decks can be set back by the removal or negation of their individual powerhouse cards, compared to other strategies (for instance, tribal or tokens decks), where the loss of any single card is unlikely to disrupt the deck very much.
Bant

Card Draw
* Enchantments
* Artifacts
* Land
* Planeswalker
* Enchantments
* Artifacts
* Land
* Planeswalker
* Spells

Bant (*sometimes called Brokers*) is the color combination of White, Blue, and Green. It is named after the Bant shard on the plane of Alara.

Popular Bant commanders include Arcades, the Strategist, Chulane, Teller of Tales, and Tuvasa, the Sunlit.

**See the top Bant cards in EDH!**

## **Identity**

Bant values community and taking action that will provide benefits to all people. White provides the identity with a set of laws, codes, and regulations that help each individual find their place, while blue helps them maximize their potential within this system, and green helps them grow and thrive within it.

## **Popular Bant Strategies**

* Blink**Blink** is an *Archetype* or deck type, that utilizes creatures with useful or powerful abilities when they enter the battlefield, then repeating those abilities by using *Blink* effects to have the creature leave and re-enter the battlefield.
* Enchantress**Enchantress** is an *Archetype* or deck type, that seeks to be rewarded (*normally by drawing cards*) every time they cast an enchantment, and making most of the things their deck wants to do be done by enchantments.
* Group Hug**Group Hug** is an *Archetype* or deck type, that seeks to give resources to everyone at the table. This can be very friendly, or a subtle way to steer the game in a particular direction.
* Stax**Stax** is an *Archetype* or deck type, that seeks to cast permanents that much it much more difficult for their opponents to play the game. This can prevent normal parts of the game such as untapping or attacking or add painful additional costs to things like casting spells or drawing cards.
* Pillowfort**Pillowfort** is an *Archetype* or deck type, that seeks to prevent your opponents being able to attack you. Often paired with other deck types, or with alternate win conditions.
* Voltron**Voltron** is an *Archetype* or deck type, that seeks to turn their commander into a single powerful, hopefully invulnerable threat, and then doing 21 damage in combat with that commander (*Commander damage means a player loses if a single commander has done 21 damage to them, regardless of their life-total*)

## **Weakness**

The absence of Black's Life Drain Cards and Red's Direct damage effects, limits a Bant deck's ability to win outside of combat. Bant decks therefore may need to pack Enchantment removal to deal with Pillowfort**Pillowfort** is an *Archetype* or deck type, that seeks to prevent your opponents being able to attack you. Often paired with other deck types, or with alternate win conditions. or Stax**Stax** is an *Archetype* or deck type, that seeks to cast permanents that much it much more difficult for their opponents to play the game. This can prevent normal parts of the game such as untapping or attacking or add painful additional costs to things like casting spells or drawing cards. decks, Counterspells to deal with Fog effects, or also include Alternate Win Cards as another means of winning outside of combat.
Mana Rocks

"Mana Rocks" are a common deckbuilding category, since they provide a form of Ramp and also power up any Artifact synergies your deck may have. The only weakness they have compared to land-based ramp is mass artifact removal is less frowned on than mass land removal.

"Mana Rock" is a colloquial term for an artifact that can produce mana.

There are ~43 cards that can produce **Any Color of Mana**.

Red has ~8 cards which are: **Fire Diamond, Cursed Mirror, Pyromancer's Goggles, Orb of Dragonkind, Lavabrink Floodgates, Heart of Ramos, Foriysian Totem & Red Mana Battery**

Green has ~6 cards which are: **The Great Henge, Moss Diamond, Kolvori, God of Kinship // The Ringhart Crest, Weatherseed Totem, Horn of Ramos & Green Mana Battery**

Blue has ~5 cards which are: **Sky Diamond, Midnight Clock, Eye of Ramos, Chronatog Totem & Blue Mana Battery**

Black has ~5 cards which are: **Charcoal Diamond, Crowded Crypt, Skull of Ramos, Phyrexian Totem & Black Mana Battery**

White has ~4 cards which are: **Marble Diamond, Tooth of Ramos, Thunder Totem & White Mana Battery**

Colorless has ~46 cards
Blink Cards

"Blink Cards" are an uncommon category of deckbuilding cards that certain decks heavily capitalize upon, especially cards that rely heavily on ETB Creatures.

Blink cards generally exile a permanent and then return it to the battlefield... often immediately, but sometimes soon or with a conditional delay. This can actually be used in several ways:

* **Protection in combat**: Cards that exile a creature will remove it from combat, protecting your creatures from unfavorable blocks. *(Related: Protection Cards)*
* **Damage Prevention**: Cards that exile a creature will remove it from combat, protecting you from an attacking creature. *(Related: Pillowfort)*
* **Protection from removal**: A creature exiled and returned immediately counts as a new object and is therefore no longer the target of any spells that were targeting it. *(Related: Protection Cards)*
* **Protection from mass-removal**: Cards a permanent and do not return it immediately can even be used to return those permanents after a board-wipe has resolved. *(Related: Mass Protection Cards)*
* **Repeating ETB effects**: Creatures with effects that occur when they enter the battlefield will have those effeects trigger again if they are exiled and returned. *(Related: ETB Creatures)*

## Blink Cards by Color

White has ~50 cards cards including: **Eerie Interlude, Ephemerate, Eldrazi Displacer & Teleportation Circle**

Blue has ~31 cards cards including: **Ghostly Flicker, Thassa, Deep-Dwelling, Deadeye Navigator, Illusionist's Stratagem, Identity Thief, Voidwalk & Escape Protocol**

Red has lots of () strong () Cards that can function like this.

Red has 12 cards including:
*ETB Doublers:* **Molten Echoes, Flameshadow Conjuring, Mirror March**
*Blink Spells:*  **Twinflame, Heat Shimmer, Kindred Charge, Hate Mirage**

Black has A Wide Variety () of Good () Cards that can function like this.

Black has ~58 cards including:

Colorless has ~13 cards cards including: **Conjurer's Closet, Endless Sands & Voyager Staff**
Yore-Tiller

Card Draw
* Enchantments
* Artifacts
* Land
* Planeswalker
* Enchantments
* Artifacts
* Land
* Planeswalker
* Spells

'Yore-Tiller' decks, (*sometimes referred to as 'Dark-Jeskai' or 'greenless'*) decks, contain all colors except green. It is named for the original four-color creature, Yore-Tiller Nephilim. This color combination is only found on a single legendary creature, Breya, Etherium Shaper, though it may also be achieved with several Partner pairings.

**See the top Yore-Tiller cards in EDH!**

## **Identity**

As with all four-color combinations, this color identity is characterized not by its individual components, but rather in contrast to the single color it lacks. Green is the color of growth, harmony, and nature. As a result, the greenless color identity is comprised entirely of the unnatural, focusing on artifice, manipulation, and infinite potential. However, by forcibly recreating the world around it, it may fail to understand the necessity, purpose, and interconnection of the things it changes.

## **Popular Yore-Tiller Strategies**

* Artifacts**Artifacts** is an *Archetype* or deck type, that seeks to play lots of Artifact cards, and cards that care about or reward you for playing Artifacts. This can snowball, sometimes producing lots of mana or drastically reducing Artifact cost while drawing cards each time it plays an Artifact.
Esper

Card Draw
* Enchantments
* Artifacts
* Land
* Planeswalker
* Enchantments
* Artifacts
* Planeswalker
* Spells

Esper (*sometimes called Obscura*) is the color combination of White, Blue, and Black. It is named for the Esper shard on the plane of Alara.

Popular Esper commanders include Alela, Artful Provocateur, Oloro, Ageless Ascetic, and Aminatou, the Fateshifter.

**See the top Esper cards in EDH!**

## **Identity**

Esper seeks perfection in all things, namely by improving upon the natural world. Blue provides the identity with a deep intellect and a master of all things artifice, while white provides it with balance and organization, and black provides it with an emotionless detachment from the natural world that allows the identity to keep itself in a position of power.

## **Popular Esper Strategies**

* Artifacts**Artifacts** is an *Archetype* or deck type, that seeks to play lots of Artifact cards, and cards that care about or reward you for playing Artifacts. This can snowball, sometimes producing lots of mana or drastically reducing Artifact cost while drawing cards each time it plays an Artifact.
* Pillowfort**Pillowfort** is an *Archetype* or deck type, that seeks to prevent your opponents being able to attack you. Often paired with other deck types, or with alternate win conditions.
* Blink**Blink** is an *Archetype* or deck type, that utilizes creatures with useful or powerful abilities when they enter the battlefield, then repeating those abilities by using *Blink* effects to have the creature leave and re-enter the battlefield.
* Lifegain**Lifegain** is an *Archetype* or deck type, that seeks to increase it's life total (*sometimes dramatically*) to make it harder to defeat them, while using that inflated life total to generate powerful threats, or even outright win the game.
* Enchantress**Enchantress** is an *Archetype* or deck type, that seeks to be rewarded (*normally by drawing cards*) every time they cast an enchantment, and making most of the things their deck wants to do be done by enchantments.

## **Weakness**

Creature-based Esper strategies may find themselves less explosive than their counterparts due to the absence of Green's Overrun style effects and Red's Extra Combat Step cards, which allow those decks to drastically empower their entire board and/or multiply the amount of expected damage through multiple attacks. Esper decks may instead need to rely on White Anthems (*and some Blue anthems for flying creatures*), White Double-Strike effects, Blue or Black Evasion and Blue Extra Turn cards to mimic some of this functionality, albeit in a slightly more predictable and removable fashion.
Graveyard Hate

“Graveyard hate” is a Common deck category that few decks but it's absence can dramatically reduce your capability to fight against strategies which abuse cards in their graveyard. “Graveyard hate” also colloquially refers to cards in this category which remove cards from the graveyard zone, especially by exiling them. These effects are used to restrain opponents from making use of cards in their graveyard.

## **Forms of Graveyard Hate**

Graveyard hate can take several forms. It may exile all cards from one opponent’s graveyard, exile all cards from every graveyard, exile individual cards from graveyards one at a time, exile cards that would have gone into a graveyard, or it may prevent players from targeting or using the abilities of cards within graveyards. Effects that shuffle a graveyard back into its owner’s library are not typically included in the category of ‘graveyard hate,’ but can be effective as a means of putting cards in graveyards out of reach of enemy access.

## **Examples of Graveyard Hate Cards Include**

* Scavenger Grounds
* Relic of Progenitus
* Rest in Peace
* Bojuka Bog
* Leyline of the Void
* Scavenging Ooze
* Angel of Finality
* Rakdos Charm
* Soul-Guide Lantern
* Anafenza, the Foremost
* Ground Seal

## **The Importance of Graveyard Hate**

Graveyard hate cards are an efficient method of restricting opponents from receiving additional benefit from the cards in their graveyard. Several deck archetypes rely very heavily on the cards in their graveyard as a core piece of their strategy to allow them to win the game, so removing access to that graveyard can be a silver bullet that prevents those decks from enacting their strategy whatsoever. Some archetypes that may be most punished by graveyard hate include Reanimator, Spellslinger, Aristocrats, Artifacts, or Landfall.

Though not all deck archetypes explicitly use the graveyard as a core ingredient in their strategy, many decks also contain cards that are incidentally made less effective against graveyard hate. Examples of this may include:

* Eternal Witness
* Sun Titan
* Ramunap Excavator
* Scrap Mastery
* Archaeomancer
* Mizzix’s Mastery
* Regrowth
* Hall of Heliod’s Generosity
* Patriarch’s Bidding

The high popularity of cards that incidentally utilize the graveyard, combined with the high popularity of deck archetypes that consistent utilize their graveyards, make graveyard hate cards an effective tool to stymie enemy players in Commander.

## **Incidental Graveyard Hate**

Many deckbuilders struggle to find slots in their deck, so cards that don't advance their game plan are often first one the chopping block (or never considered in deck construction to begin with) A more reasonable approach is to find crads that synnergise with your deck's goals and also happen to provide Graveyard Hate, preventing them from beingh a dead draw while keeping your options open. See below for some examples

* Tokens theme: Selesnya Eulogist
* +1/+1 Counters theme: Ravenous Slime
* Lifegain theme: Ashes of the Abhorrent, Crypt Incursion, Deathgorge Scavenger, Deathrite Shaman
EDH Resources

There are lots of resources to help you improve your deck building, gameplay or even inspire further decks. These resources tends to fall into one of a few kinds:

## Articles

### EDHRec

With new articles every day, and a focus exclusively on Commander, this site is a fantastic source for Commander Articles.

### Commanders Herald

With new articles almost every day, and a focus exclusively on Commander, this site is a fantastic source for Commander Articles.

### Channel Fireball

Their main focus is on Magic in general, but they do have Occasional Commander articles

### TCGPlayer Infinite

Their main focus is on Magic in general, but they do have Occasional Commander articles.

### MTG Goldfish

Their main focus is on Magic in general, but they do have Occasional Commander articles.

### CoolStuff Inc

Their main focus is on Magic in general, but they do have Ocasional Commander articles

### CardKingdom Blog

Their main focus is on Magic in general, but they do have Occasional Commander articles.

### Star City Games

Their main focus is on Magic in general, but they do have Occasional Commander articles.