recursal/Fanatic-Fandom huggingface dataset:
Azorius

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

Azorius is the color combination of white and blue. It is named for the Azorius Senate on the plane of Ravnica.

Popular Azorius commanders include Brago, King Eternal, Grand Arbiter Augustin IV, and Lavinia, Azorius Renegade.

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

## **Identity**

With white's love of institution and blue's search for perfection, these ideals combine create a society of complete law and order. The system is built on laws and rules, constricting what people can and cannot do to a T. At its best, this system will not only keep everyone safe, but also encourage citizens to improve themselves and become the best people they can be. At its worst, it can be an authoritarian police state where individuals lose their power to stand for their rights and even their individuality and free will.

## **Popular Azorius Strategies**

* Control**Control** is an *Archetype* or deck type, that seeks to deny it's opponents use of their most powerful cards by countering or destroying them, and drawing lots of cards so that they can manage to do this against all their opponents without running our of cards themselves.
* 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.
* 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.

## **Strengths and Weaknesses**

### Strengths

Azorius excels in Control**Control** is an *Archetype* or deck type, that seeks to deny it's opponents use of their most powerful cards by countering or destroying them, and drawing lots of cards so that they can manage to do this against all their opponents without running our of cards themselves.. Azorius decks can be highly interactive, often containing varied forms of Removal**Removal** is a term for cards used to remove Opponent's permanents. Common types of removal include destruction, exile, shuffling it into the library, putting it at the bottom, and -X/-X effects. that will enable them to control the board state. They may eliminate, counter, exile, or even lock down game pieces and even opponents by preventing them from taking actions or even untapping their resources. Azorius also contains a high amount of evasive creatures that opponents may have difficulty blocking.
### Weaknesses

Azorius decks are often pretty slow. Any strategy that Azorius adopts will most likely require a lot of setup before it affects the game, which makes it susceptible to more proactive decks. Azorius decks are also not typically filled with large creatures, which makes them less likely to achieve victory over their opponents with combat damage.
Tienda de Regalos

## Gift Shop

* Entrada
* Interior

La **Tienda de Regalos** es una ubicación en la fábrica de *Playtime Co.*, situada a la derecha de la Entrada Principal.

## Apariencia

La Tienda de Regalos se puede ubicar fácilmente yendo a la derecha cuando estés en la Entrada Principal durante el comienzo del Capítulo 1: A Tight Squeeze. Al final del pasillo hacia la tienda de regalos, hay varios recipientes de vidrio grandes que se han hecho añicos con el vidrio por todo el piso.

Dentro de la Tienda de Regalos hay un muchas cajas de Boogie Bot, cajas de Candy Cat y cajas de Huggy Wuggy en los estantes. La tienda parece estar saqueada, ya que hay estantes volcados, cajas abiertas y rotas, y sangre en el mostrador. La habitación también incluye una caja registradora en el fondo junto con una cabeza ensangrentada de Boogie Bot a un lado.

Junto a todo esto, se puede ver un tren dando vueltas en el techo. Este tren incluye el patrón para acceder a la Oficina de Seguridad. El código es verde, rosa, amarillo, rojo.

## Galería

Un modelo de juguetes de Huggy encontrado en el Área Playtime y en esta habitación.Una caja de Boogie Bot encontrada en los estantes.
Mill Cards

'Mill Cards' are a Rare deck category that seek to remove cards from your opponent's library... sometimes into the graveyard, sometimes into exile. It is normally only prioritised in Mill decks, but can find it's way into Reanimator or Theft decks.

Blue has ~127 cards including: **Jace, Wielder of Mysteries, Brain Freeze, Psychic Corrosion, Folio of Fancies, Thought Scour, Jace Beleren, Maddening Cacophony, Ruin Crab, Court of Cunning, Traumatize, Fleet Swallower**

Black has ~21 cards including: **Syr Konrad, the Grim, Geth, Lord of the Vault, Dread Summons, Grisly Spectacle, Sewer Nemesis, Lord of the Forsaken, Mindwrack Harpy, Eye Collector, Infernal Genesis, Shadow Stinger, Shared Trauma**

Red has ~10 cards which include: **Tibalt's Trickery, Etali, Primal Storm, Grenzo, Havoc Raiser, You Find Some Prisoners, Stolen Strategy, Curse of Hospitality & Book Burning**

See Also: Red Wheel Cards

Green has ~3 cards which are: **The Binding of the Titans, Clear the Land & Lammastide Weave**

Colorless has ~36 cards including: **Altar of Dementia, Ulamog, the Ceaseless Hunger, Altar of the Brood, Mesmeric Orb, Oblivion Sower, Sword of Body and Mind, Keening Stone & Grindclock & Sands of Delirium & Grind Stone**
Fog Effects

"Fog Effects" are an uncommon category of deckbuilding cards that many decks can use but few prioritize. Fog cards prevent combat damage, the most common form of player elimination, therefore normally providing a surprise response to a lethal attack... When a player is in the middle of building up to a lethal attack or infinite combo the one additional turn provided by a Fog can be the difference between victory and defeat. Also considering that many lethal attacks are made with the assumption that opponents will obviously be unable to attack afterwards, suddenly preventing the damage can often result in an overreach that gets that player defeated instead.

## Fog Effects by Color

Green has ~32 cards that act as a Fog, including: **Spore Frog, Constant Mists, Fog, Arachnogenesis, Druid's Deliverance, Moonmist, Blessed Respite, Spike Weaver, Moment's Peace, Respite & Winds of Qal Sisma**

White has ~9 cards that act as a Fog, which are: **Dawn Charm, Kami of False Hope, Knight-Captain of Eos, Angelsong, Holy Day, Encircling Fissure, Pollen Lullaby, Frontline Strategist & Harmless Asault**

Black has ~2 cards that act as a Fog, which are: **Darkness, Sewers of Estark**
Similar Black cards include: **Vona's Hunger, Shimian Night Stalker & Simulacrum**

Red has ~2 cards that act as a Fog, which are: **Glacial Crevasses, Feint**
Similar Red cards include: **Goblin Snowman & Brash Taunter**

Blue has ~4 cards which are: **Discontinuity, Time Stop, March of Swirling Mist & Winter's Chill**
See Also: **Aetherize & Aetherspouts**

Colorless has ~1 card that acts as a Fog, which is: **Sunstone**
Witch-Maw

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

'Witch-Maw' decks, commonly referred to as 'redless' decks, contain all colors except red. It is named for the original four-color creature, Witch-Maw Nephilim. This color combination is only found on a single legendary creature, Atraxa, Praetors' Voice, though it may also be achieved with several Partner pairings.

**See the top Witch-Maw 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. Red is the color of passion, emotion, and speed. As a result, the redless color identity is an ever-growing, inexorable, callous, well-structured machine, albeit potentially a slow one.

## **Popular Witch-Maw Strategies**

* +1/+1 Counters**+1/+1 Counters** is an *Archetype* or deck type, that seeks to create one or many large creatures by adding, increasing or even doubling counters on them that increase their power and toughness
* Superfriends**Superfriends** is an *Archetype* or deck type, that seeks to summon and defend a number of planeswalker cards, accumulating resources as they activate their abilities each turn.
* Infect**Infect** is an *Archetype* or deck type, that seeks to win with a specific type of creature, which is weaker than most but only needs to do 10 damage to an opponent, ignoring their lifetotal because the creatures add poison counters instead of removing life.
Grixis

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

Grixis (*sometimes called Maestros*) is the color combination of Blue, Black, and Red. It is named for the Grixis shard on the plane of Alara.

Popular Grixis commanders include Kess, Dissident Mage,Nekusar, the Mindrazer, and Marchesa, the Black Rose.

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

## **Identity**

Grixis seeks power, and does so through manipulation and anarchy. Black provides this identity with power over what it perceives as the only true commodity - death and undeath - while blue provides it with cunning control over others and red offers an unregulated swiftness to achieve its goals immediately.

## **Popular Grixis Strategies**

* Wheels**Wheels** is an *Archetype* or deck type, that seeks to disrupt it's opponents plans by constantly replacing the cards in every players hands using Wheel effects (*each player discards their hand and draws a new one*) while triggering effects that occur every time they draw or their opponents discard
* Combo**Combo** is an *Archetype* or deck type, that seeks to actively locate, and put multiple permanents onto the battlefield that interact in such a way as to win the game on the spot.
* Spellslinger**Spellslinger** is an *Archetype* or deck type, that seeks to cast Instants and Sorceries. It commonly receives rewards and generates abilities each time it casts and can often copy it's most powerful spells multiple times.
* Group Slug**Group Slug** is an *Archetype* or deck type, that seeks to damage all players, giving opponents far less time to set up a proper defense, and making it far easier for them to finish each other off.
* Control**Control** is an *Archetype* or deck type, that seeks to deny it's opponents use of their most powerful cards by countering or destroying them, and drawing lots of cards so that they can manage to do this against all their opponents without running our of cards themselves.

## **Weakness**

The Absence of White's 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. Cards, and Green's Fog effects can limit your defensive reactions to a mass of creatures. Grixis decks are therefore more likely to need to use Board Wipe Cards to handle an out of control board-state.
Selesnya

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

Selesnya is the color combination of green and white. It is named for the Selesnya Conclave on the plane of Ravnica.

Popular Selesnya commanders include Trostani, Selesnya's Voice, Arahbo, Roar of the World, and Karametra, God of Harvests.

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

## **Identity**

White and Green both believe that community and cooperation is vitally important, and view all actions through the lens of what will do the greatest good for the greatest number. A utilitarian structure is put in place so that the group is prioritized above the individual in every instance. Selesnya shares all things, and suffering from one individual can be shared and fixed by the group. Selesnya makes the group unified and strong, which means the group can protect anyone and take on any task, though this comes at the cost of reducing individual power and self-worth.

## **Popular Selesnya Strategies**

* Tokens**Tokens** is an *Archetype* or deck type, that seeks to use the effects of cards to create a mass of creatures that are not cards called 'Tokens', often far more than could be created simply by casting creatures.
* 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.
* 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

Selesnya can quickly fill the board with an extremely large number of creatures, typically tokens. It excels at not only creating many bodies, but increasing their power, and sometimes overwhelming enemies through sheer density.
### Weaknesses

Selesnya decks fall victim to forms of mass removal, not only because they will eliminate their creatures, but because many of the noncreature spells in Selesnya decks will often depend on the presence of those creatures to be effective. This makes it difficult for Selesnya decks to reestablish a presence on the battlefield and pick up momentum once more
Pillowfort Effects

'Pillowfort Effects' are an Uncommon deck category. While most aggressive decks seek to manage the battlefield through aggressive use of creatures, coupled with Removal and/or Mass Removal, decks with a Pillowfort subtheme instead seek to prevent opponents creature from being used against you by preventing attacking or combat damage

Related categories that can be used the same way include Fog Effects, Board Wipe Cards, and Stax

White has ~27 cards, such as: **Ghostly Prison, Sphere of Safety, Windborn Muse, Norn's Annex, Baird, Steward of Argive, Orzhov Advokist, Promise of Loyalty, Chronomantic Escape & Aurification**

See: **Propaganda, Embargo, Meishin, the Mind Cage, Web of Inertia, Guard Gomazoa, Fog Bank, Cephalid Illusionist, Energy Field, War Tax, Collective Restraint, Stormtide Leviathan, Statecraft, Wall of Vapor**

See: **Elderscale Wurm, Elephant Grass, Dawnstrider, Constant Mists, Sandwurm Convergence, Spike Weaver, Spore Flower, Lost in the Woods, Fyndhorn Pollen, Gravity Well, Briar Patch, Asceticism and Creatures with Regenerate**

See: **Koskun Falls, Darkness, Stronghold Overseer, Simulacrum, No Mercy, Dread, Archetype of Finality, Wake the Dead, Shimian Night Stalker, Kor Dirge, Uncle Istvan, Wall of Shadows and Creatures with Regenerate**

See: **Kazuul, Tyrant of the Cliffs, Glacial Chasm, Smoke, Mudslide, Fortune Thief, Ali from Cairo, Disrupt Decorum, Geode Rager, Goblin Snowman**

See: **Crawlspace, Silent Arbiter, Glacial Chasm, Meekstone, Weakstone**
Temur

Temur is the color combination of green, blue, and red. It is named for the Temur Frontier on the plane of Tarkir.

Popular Temur commanders include Animar, Soul of Elements, Riku of Two Reflections, and Omnath, Locus of the Roil.

## **Identity**

Temur desires to understand, accept, and adapt to the world as it is. Green seeks harmony with the world around it and red provides a desire to go explore and experience that world, while blue collects and passes this wisdom down from one generation to the next.

## **Popular Temur Strategies**

* Landfall/Ramp
* Spellslinger
* Combo
* Aggro
* Tribal Decks

## **Weakness**

The absence of Black and White's Removal and Mass Removal gives a Temur deck fewer options for dealing with problems. It may often have to fall back on:

* Relying on a small number of Staples, such as **Beast Within, Chaos Warp, Decimate** and **Kenrith's Transformation**
* Relying on Countermagic instead of removal
* Relying either on Red's Mass Damage board wipes (*Which may not effect Indestructible or Large Toughness creatures*) or Blue's Mass Bounce cards (*which do not permanently answer many threats*)
* Or even skipping removal entirely in favor of a more aggressive gameplan.
Cost Reduction Cards

"Cost Reduction Cards" are an uncommon category of deckbuilding cards that reduce the cost for you to cast spells. Theoretically any deck could use them, but getting a critical number of them requires the deck meets a certain precondition, normally a majority of a particular card type, such as: Artifacts, Enchantress (*enchantments*), Tribal (*creatures*), or Spellslinger & Storm (*instants and sorceries*)

## Cost Reducers by Color

Blue has
23 cards which are: **Etherium Sculptor, Baral, Chief of Compliance, Sapphire Medallion, Jace's Sanctum, Thryx, the Sudden Storm, God-Eternal Kefnet, Stonybrook Banneret, Kefnet's Monument, Warden of Evos Isle, Pollywog Symbiote, Voracious Reader, Sage of the Beyond, Unesh, Criosphinx Sovereign, Naiad of Hidden Coves, Arcane Melee, Patrician Geist, Battlefield Thaumaturge, Will Kenrith, Stormscape Familiar & Mistform Warchief**

Green has
20 cards which are: **Goreclaw, Terror of Qal Sisma, Rhonas's Monument, Herald of the Pantheon, Nylea, Keen-Eyed, Emerald Medallion, Gargos, Vicious Watcher, Krallenhorde Howler, Ezzaroot Channeler, Knight of the Stampede, Myth Unbound, Cemetery Prowler, Bosk Banneret, Krosan Drover, Vine Gecko, Obscuring Aether, Krosan Warchief, Centaur Omenreader, Thornscape Familiar & Spellwild Ouphe, Acolyte of Bahamut**

Red has
14 cards which are: **Ruby Medallion, Hazoret's Monument, Dragonspeaker Shaman, Dragonlord's Servant, Goblin Warchief, Marauding Raptor, Otepec Huntmaster, Brighthearth Banneret, Peerless Samurai, Stinkdrinker Daredevil, Cheering Fanatic, Thunderscape Familiar, Hardened Berserker & Spellbinding Soprano**

White has
13 cards which are: **Danitha Capashen, Paragon, Oketra's Monument, Starfield Mystic, Pearl Medallion, Starnheim Courser, Herald of War, Transcendent Envoy, Starnheim Aspirant, Sunscape Familiar, Kinjalli's Caller, Hero of Iroas, Daru Warchief & Ballyrush Banneret**

Black has
9 cards which are: **Bontu's Monument, Jet Medallion, Gravebreaker Lamia, Undead Warchief, Nightscape Familiar, Frogtosser Banneret, Heartless Summoning, Infectious Curse & Blood Funnel**

Colorless has
20 cards which are: **Herald's Horn, Foundry Inspector, Ugin, the Ineffable, Primal Amulet, Jhoira's Familiar, Urza's Incubator, Cloud Key, Helm of Awakening, The Immortal Sun, Conduit of Ruin, Semblance Anvil, Eye of Ugin, Locket of Yesterdays, Long-Forgotten Gohei, Seal of the Guildpact, Urza's Filter, Dream Chisel, Stone Calendar, Planar Gate & Mana Matrix**
ShowCard.js

//HoverAndLoad: When hovering over a span, add an image related to the text in the span, that is hidden unless you hover over the span

```
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     var searchText = e.target.innerHTML;
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     //Get the name of the card to be shown

     var queryURL = 'https://api.scryfall.com/cards/named?exact=' + searchText + '&format=image&version=small';
     //API call that returns a small image

     e.target.innerHTML = e.target.innerHTML + '<img src="' + queryURL + '">';
     //Add the image... Is still only visible while hovering

     e.target.removeEventListener("mouseenter", HoverAndLoad);
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```

//When loading, find all span tags with the ShowCard class, and setup HoverAndLoad() on them... only run it WHEN they Hover!

```
  window.onload = function() {
  //Find all spans with 'ShowCard'...
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Five-Color

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

Five-color (*sometimes called WUBRG, wooberg or Rainbow*) decks may contain any legal card in the Commander format. Five-color cards embody the strengths of all five colors of Magic, often producing significantly more powerful effects than those seen in other color combination, though often with mana costs that make them more difficult to cast.

Popular five-color commanders include Kenrith, the Returned King, The Ur-Dragon and the now banned Golos, Tireless Pilgrim.

**See the top Five-color cards in EDH!**

## **Popular Five-Color Strategies**

* 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.
* Superfriends**Superfriends** is an *Archetype* or deck type, that seeks to summon and defend a number of planeswalker cards, accumulating resources as they activate their abilities each turn.
* 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.
* 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.

## **Strengths and Weaknesses**

### Strengths

* Five-color decks are the only color identity able to play any card legal in the format, allowing them an unmatched degree of flexibility in terms of deck construction and strategic direction.

* With access to the strongest cards in each color, five-color decks capitalize on some of the most powerful cards available, from the best removal spells to the best card advantage spells.

* Cards with five-color color identity may often produce uniquely powerful effects that are unavailable to decks of other color combinations, such as Door to Nothingness and Progenitus

### Weaknesses

* For all their strengths, the primary weakness of five-color decks is their mana base. Five-color strategies may struggle to assemble the right colors of mana at the right time, causing them to be unable to cast any of their spells at all.
Theft Cards

"Theft Cards" are a rare deckbuilding category that include cards that can gain control of permanents, either permanently or temporary.

Blue has ~87 cards including: **Agent of Treachery, Thieving Skydiver, Expropriate, Roil Elemental, Blatant Thievery, Mass Manipulation, Kiora Bests the Sea God, Corrupted Conscience, Reins of Power, Willbreaker, Control Magic, Keiga, the Tide Star, Memnarch, Comandeer & Empress Galina**

Red has ~75 cards including: **Hellkite Tyrant, Zealous Conscript, Treasure Nabber, Mob Rule, Captivating Crew, Act of Treason, Chef's Kiss, The Akroan War, Grab the Reins, Frenzied Fugue, Might Makes Right & Aladdin**

Black has ~13 cards which are: **Captivating Vampire, Enslave, Herald of Leshrac, Infernal Denizen, Mark of the Oni, Murderous Spoils, New Blood, Piper of the Swarm, Ritual of the Machine, Sorin, Vampire Lord, Tevesh Szat, Doom of Fools, The Wretched & Thrull Champion**

Green has ~3 cards which are: **Gilt-Leaf Archdruid, Scarwood Bandits & Willow Satyr**

White has ~4 cards including: **Debt of Loyalty, Evangelize, Jabari's Influence & Preacher**

Colorless has ~3 cards which are: **Vedalken Shackles, Helm of Possession & Crown of Empires**
Wither Creatures

"Wither Creatures" are a rare category, normally only seen in decks that care about -1/-1 Counters.

For some related cards, see Infect Creatures and/or Proliferate Cards

Black has ~8 cards including: **Necroskitter, Midnight Banshee, Corrosive Mentor, , Fang Skulkin, Needle Specter, Cinderbones, Sickle Ripper & Smoldering Butcher**

Red has ~5 cards including: **Stigma Lasher, Hateflayer, Rustrazor Butcher, Inescapable Brute & Slinking Giant**

Green has ~5 cards which are: **Juvenile Gloomwidow, Blazethorn Scarecrow, Thornwatch Scarecrow, Twinblade Slasher & Wildslayer Elves**

Colorless has ~1 cards which is: **Lockjaw Snapper**
Artifact Recursion Cards

"Artifact Recursion" is a rare category, only utilized by decks heavily involved in Artifacts, cards in this category return Artifacts from the graveyard to hand. This can be used to repeat some ETB effects, protect key pieces or gain value. It may be occassionally found in Mill decks, Self-Mill Decks or Wheels decks.

Green has ~14 cards which are: **Eternal Witness, Bala Ged Recovery // Bala Ged Sanctuary, Regrowth, Timeless Witness, Skullwinder, Greenwarden of Murasa, Den Protector, Once and Future, Healing Technique, Recollect, Dryad's Revival, Holistic Wisdom, Elven Cache & Woodland Guidance**

White has ~12 cards which are: **Sanctum Gargoyle, Salvage Scout, Refurbish, Remember the Fallen, Trusty Packbeast, Treasure Hunter, Daring Archaeologist, Argivian Archaeologist, Ironsoul Enforcer, Razor Hippogriff & Excavation Elephant**

Blue has ~5 cards which are: **Argivian Restoration, Archaeomender, Reconstruction, Rootwater Diver & Inventive Iteration**

Red has ~5 cards which are: **Goblin Engineer, Daretti, Scrap Savant, Trash for Treasure, Scrap Welder & Kami of Industry**

Black has ~1 cards which is: **Fortuitous Find**

Colorless has ~5 cards which are: **Buried Ruin, Myr Retriever, Trading Post, Junk Diver & Workshop Assistant**
Clones

The 'clones' deck archetype is based around using cards that produce copies of other creatures, it is named for one of the first cards to do so, Clone

Clone cards are normally found in the color blue, with some temporary cloning in Red and token copying in Green & White.

## **Popular Cards & Commanders**

**Notable Clone cards include:**

* Phyrexian Metamorph
* Progenitor Mimic
* Clever Impersonator
* Rite of Replication
* Evil Twin
* Altered Ego

**Commanders that may commonly use Clone cards include:**

* Sakashima of a Thousand Faces + Vial Smasher the Fierce
* Riku of Two Reflections
* Obeka, Brute Chronologist
* Gyruda, Doom of Depths

## **Common Deck Categories**

* Clone Cards
* Card Draw
* Ramp
* Removal
* Board Wipe Cards / Protection Cards

**10 cards** will probably give you **2 cards in a given game** from that category, and a good chance to **start with 1** in your opening hand. Critical categories for your deck may require a similar or larger number than this, depending on expected levels of Counterspells or Removal.
**5 cards** will probably give you **1 card per game** of that category. Cards you don't want to overload on but still want access to (*board wipes in a tokens deck for instance*) may want a similar figure to this... Going smaller than this number makes receiving a card of this category very unlikely without Tutors or some other Toolbox approach.

## **Strengths and Weaknesses**

### Strengths

* Clones decks can benefit from having more powerful opponents in much the same way Theft decks do... More powerful opponents often means better targets to copy

### Weaknesses

* Mass Removal can be devastating for a Clones deck since it is normally creature based, even more so than many Aggro decks since it not only denies them their existing creatures but robs them of options for future creatures to be able to clone.

* Creature based Clones decks may struggle against Pillowfort or Stax decks due to an absence of threats to clone, coupled with cards that reduce the effectiveness of their creatures.

#### **Polymorph**

If your goal is to not be sure what creatures you are going to win with, Polymorph can capture some of the randomness of that without relying on your opponent's creatures, or can even be a way to dig for good targets to copy, and can grant you incidental value if your deck has enough powerful enter the battlefield effects.

#### **Blink**

Clones give you the ability to copy powerful enter the battlefield effects, if that is your focus (*or a heavy sub-theme*) then some Blink Cards can let you do that repeatably, while also giving you options to 'reset' clone cards, so they enter the battlefield again as the NEW strongest creature on the battlefield.

#### **Theft**

Some cards only let you clone creatures you control, and sometimes both players having a copy of the most powerful creature doesn't help you. In these circumstances, Theft cards can accomplish what you need

**Related EDHREC Resources**

* EDHREC Clones theme page
* EDHREC Clones tagged articles
Wheel Cards

"Wheel Cards" are an uncommon deck category, that replace cards in hand with a swathe of new cards. This can give excellent card selection, but risks being card advantage, either by not replacing themselves or effecting all players and therefore 'collectively' giving your opponents more cards than you. As useful as they can be, they can also suffer from being awkward to use if you lack Recursion, since you don't want to cast a Wheel while you have anything in your hand you want to keep.

Wheel Cards are commonly found in their namesake Wheels decks, but can theoretically assist Mill or Self-Mill decks, provide triggers for Discard decks or help fill the graveyard of Aristocrats or Reanimator decks.

Different decks may want different "Wheel Effects", each card will either:

* Effect **You** or **Each Player**, and
* **Discard** existing cards or **Shuffle** them into the library.

Red has ~37 cards including: **Valakut Awakening // Valakut Stoneforge, Wheel of Fortune, Wheel of Misfortune, Magus of the Wheel, Reforge the Soul, Dragon Mage, Wheel of Fate, Neheb, Dreadhorde Champion, Molten Psyche, Chandra, Flamecaller, Cavalier of Flame, Knollspine Dragon, Incendiary Command, Khorvath's Fury, Anje's Ravager & Fateful Showdown**

Blue has ~20 cards including: **Windfall, Jace's Archivist, Midnight Clock, Echo of Eons, Forgotten Creation, Tolarian Winds, Wheel and Deal, Game Plan, Whirlpool Rider, Magus of the Jar & Commit // Memory**

Black has ~2 cards which are: **Dark Deal & Thought Gorger**

Green has ~1 cards which is: **The Great Aurora**

Colorless has ~4 cards which are: **Credit Voucher, Memory Jar, Slate of Ancestry & Teferi's Puzzle Box**
Sacrifice Outlets

"Sacrifice Outlets" are an Uncommon deck building category. While Prized by Aristocrats decks, they serve minor incidental value in decks with Recursion as a way to avoid Exile based removal or Theft Cards.

"Sacrifice Outlets" give you a way to sacrifice creatures, normally for some other advantageous effect.

Black has ~87 cards including: **Viscera Seer, Phyrexian Tower, Village Rites, Carrion Feeder, Culling the Weak, Vampiric Rites, Indulgent Aristocrat, Arguel's Blood Fast // Temple of Aclazotz, Attrition, Chittering Witch, Sadistic Hypnotist, Ruthless Knave, Hell's Caretaker, Corpse Harvester, Dark Privilege & Lampad of Death's Vigil**

Red has ~21 cards including: **Goblin Bombardment, Dark-Dweller Oracle, Thermopod, Blood Aspirant, Bloodshot Cyclops, Shivan Harvest & Weaponize the Monsters**

Green has ~10 cards which are: **Greater Good, Birthing Pod, Momentous Fall, Evolutionary Leap, Perilous Forays, Plaguemaw Beast, Orochi Eggwatcher // Shidako, Broodmistress, Elvish Skysweeper, Starved Rusalka & Thelonite Druid**

Blue has ~9 cards which are: **Read the Runes, Barrin, Master Wizard, Perilous Research, Drowned Rusalka, Volrath's Curse, Dispersing Orb, Stitcher's Apprentice, Viscerid Drone & Marjhan**

White has ~8 cards which are: **Fanatical Devotion, Martyr's Cause, Worthy Cause, Scapegoat, Animal Boneyard, Martyred Rusalka, Lunarch Mantle & Caregiver**

Colorless has ~25 cards including: **Ashnod's Altar, High Market, Altar of Dementia, Phyrexian Altar, Trading Post, Blasting Station, Witch's Oven, Pyre of Heroes, Spawning Pit, Culling Dais, Claws of Gix, Relic Vial, Helm of Possession & Eye of Yawgmoth**
Ink-Treader

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

'Ink-Treader' decks, commonly referred to as 'blackless' decks, contain all colors except black. It is named for the original four-color creature Ink-Treader Nephilim This color combination is only found on two legendary creatures, Kynaios and Tiro of Meletis and Omnath, Locus of Creation, though it may also be achieved with several Partner pairings.

**See the top Ink-Treader 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. Black is the color of individualism, cunning, and amorality. As a result, the blackless color identity is altruistic, ardent, knowledgeable, and community-focused, but runs the risk of lacking ambition or even putting others ahead of itself at its own expense.

## **Popular Ink-Treader Strategies**

* 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.
* 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.
* Wheels**Wheels** is an *Archetype* or deck type, that seeks to disrupt it's opponents plans by constantly replacing the cards in every players hands using Wheel effects (*each player discards their hand and draws a new one*) while triggering effects that occur every time they draw or their opponents discard
* 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.

**References:**

* Top 'Ink-Treader' Commanders (EDHREC)
Proliferate Cards

"Proliferate Cards" are an uncommon category of deckbuilding cards that only certain decks can gain benefits from, specifically decks using Counters.

Proliferate cards let you add more counters of an existing type to permanents in plays, this can be used in several ways:

* **-1/-1 Counters**: Adding -1/-1 counters to creatures that have them at instant speed can modify combat in your favor, whereas adding enough can outright kill the creatures. Some cards even give you benefits for adding -1/-1 counters.
* **Infect**: Some creatures add poison counters to players when they damage them, Proliferate can be used to increase those counters to the 10 counter threshold where players are eliminated.
* **+1/+1 Counters**: Adding +1/+1 counters to creatures that have them at instant speed can modify combat in your favor. Some cards even give you benefits or grant abilities for adding +1/+1 counters.
* **Superfriends**: All planeswalker cards enter the battlefield with Loyalty Counters. Adding more of these can enable more usage of better planeswalker abilities, or faster access to a planeswalker's 'ultimate' ability which can often have a near game-winning effect
* **Sagas**: All saga cards gain Lore counters that progress through their abilities. Adding more can grant you these abilities sooner, or cause the saga to exhaust itself and enter the graveyard which may be where recursion heavy decks WANT them to be.

## Proliferate Cards by Color

White has ~11 cards cards including: **Tezzeret's Gambit, Flux Channeler, Inexorable Tide, Thrummingbird, Fuel for the Cause & Viral Drake**

White has ~10 cards cards including: **Evolution Sage, Pollenbright Druid, Planewide Celebration, Courage in Crisis, Smell Fear, Plaguemaw Beast, Urban Daggertooth**

Black has ~3 cards cards including: **Yawgmoth, Thran Physician, Grim Affliction & Spread the Sickness**

White has ~4 cards cards including: **Grateful Apparition, Wanderer's Strike, Unbounded Potential, Martyr for the Cause**

Red has ~1 cards card called: **Volt Charge**

Colorless has ~7 cards cards including: **Karn's Bastion, Sword of Truth and Justice, Contagion Clasp & Animation Module**
Gain-Life Cards

"Gain-Life Cards" are a rare deck category, virtually limited to lifegain decks, although other decks may include some of these cards incidentally. Cards in this category give the user more life which can trigger "When you gain life" effects, or provide more life to spend on some activated abilities.

Black has ~254 cards including: **Zulaport Cutthroat, Gray Merchant of Asphodel, Exsanguinate, Exquisite Blood, Ayara, First of Locthwain, Noxious Gearhulk, Disciple of Bolas, Kokusho, the Evening Star, Dread Presence, Palace Siege & Retreat to Hagra**

Green has ~180 cards including: **Shamanic Revelation, The Great Henge, Courser of Kruphix, Scavenging Ooze, Momentous Fall, Essence Warden, Herald of the Pantheon, Elder Gargaroth, Verdant Sun's Avatar, Pest Infestation, Blossoming Bogbeast, Planewide Celebration, Ezzaroot Channeler & Respite**

White has ~314 cards including: **Authority of the Consuls, Soul Warden, Fumigate, Approach of the Second Sun, Sunscorch Regent, Charming Prince, Angel of Destiny, Cleric Class, Righteous Valkyrie, Children of Korlis, Sigarda's Splendor, Faith's Fetters, Riot Control & Priest of Ancient Lore**

Blue has ~3 cards which are: **Parasitic Strix, Lifetap & Merchant Ship**

Colorless has ~14 cards which are: **Aetherflux Reservoir, Inventors' Fair, Bontu's Monument, Pristine Talisman, Radiant Fountain, Venser's Journal, Sword of Light and Shadow, Forsaken Monument, Cosmos Elixir, Sun Droplet, Relic Vial, Paradise Plume & Chalice of Life // Chalice of Death**
Noa Warrington

**Noa Warrington** (b. 2004) was a Scottish half-blood witch who attended Hogwarts School of Witchcraft and Wizardry from 2016 to 2023. She was sorted into Slytherin house in 2016 and was a close friend of Declan Blackburn. In her fifth year she became a prefect alongside him, and also got a boyfriend, Sandar Hector.

Noa was the older sister of Birdy Warrington.
Golgari

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

Golgari (*sometimes called Witherbloom*) is the color combination of Black and Green. It is named for the Golgari Swarm on the plane of Ravnica.

Popular Golgari commanders include Meren of Clan Nel Toth, The Gitrog Monster, and Hapatra, Vizier of Poisons.

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

## **Identity**

Because the color black often focuses on death magic, and green focuses on life, the colors are traditionally enemies. When combined, the pair harness the forces of nature to embrace and exploit the full circle of life, death, rot, and rebirth. Black-green cards often feature themes of necromancy, sacrifice, and unbridled growth. This unstoppable growth is often the Golgari's greatest strength and its biggest weakness, as enemies and allies alike are unable to control the actions of the swarm.

## **Popular Golgari Strategies**

* Reanimator
* Aristocrats
* Tokens
* +1/+1 Counters

## **Strengths and Weaknesses**

### Strengths

Golgari is a resilient color pair; any card removed is often easily replaced by another. Golgari decks often sacrifice their own game pieces for benefit, so enemy attempts to remove those pieces may be a net positive for the Golgari player, rather than a negative. Golgari also has diverse forms of removal to eliminate enemy threats. Golgari excels at reanimation and recursion, easily able to return its dead creatures to the battlefield and replay other lost spells and permanents.
### Weaknesses

Golgari decks rely heavily on the contents of the graveyard, which makes it extremely susceptible to cards that exile graveyards. Because Golgari decks also often rely upon benefits accrued by the act of their creatures dying, cards that prevent those creatures from dying properly (for example, by being exiled instead) can also stymie a Golgari strategy. Golgari decks are very permanent-heavy and can remove many permanents, but therefore do not tend to interact favorably against opponents whose primary plan involves instants and sorceries rather than creatures, enchantments, or artifacts.
Cedrella Potter

* Older
* Younger

## Cedrella Minerva Potter

"*She tried her hardest to act normal. Almost even had Harry fooled; he put her in the car as if everything was fine until she had a coughing fit which led us to send her to mum and dad.*"
— Ginny Potter talking about Cedrella[src]

**Cedrella Minerva "Ced" Potter** (b. 16 September, 2011) was an English half-blood witch, born on September 16th 2011 to Pure-blood witch Ginevra Weasley and the famous half-blood wizard Harry Potter. She was the youngest child out of four, her older siblings being James SIrius, Albus Severus and Lily Luna Potter. Cedrella was named after her maternal great-grandmother, Cedrella Weasley, and the headmistress of Hogwarts School of Witchcraft and Wizardry, Minerva McGonagall, who was both of her parents' head of House during their years at Hogwarts.

Cedrella began attending Hogwarts School of Witchcraft and Wizardry in 2023 and was in the same year as Tiernan Thomas and Vera Dursley. She wasn't very aquainted with Tiernan, but she was however good friends with Vera due to them being second cousins. Cedrella was sorted into Slytherin, just as her older brother Albus were.
How To Rate Categories

There are two metrics we use to decide a star rating for a category: **Availability** & **Power Level**. Each gets a rating and the average is used for the whole Category.

# Ratings

## Availability

This rating is based on the number of cards within the category, and provides an associated keyword to use in the description

## Power Level

This category is more subjective, but provides examples for comparison. When dealing with a number of cards, the rating should reflect the ***majority** or the **top 5-10***, with the intention being an honest reflection on the *group as played*, since one amazing card will not effect the outcome when you draw one of the 4-9 other cards you are playing in that category.

Discussions about the power level of a category should be had on the Talk page for that template... Please attempt to discuss it there before changing a 'Power Level' rating.

# How to Use Them

## Combining the two

The net result takes both scores into account and averages the result. For example **2 + 4 = 6** and **6 / 2 = 3**

## Templates for ratings

Below are some examples of Templates you can include to provide the associated star rating. We have:

* **Inline Ratings:** These only show full stars. Used for preserving width when used inline (*like inside a sentence*). **Example: {**{**1-star**}**}**
* **Star Ratings:** These are obviously a rating out of 5, showing unscored stars as dark. **Example: {**{**1-of-5**}**}**
* **Half Star Ratings:** These are also out of 5, but included to demonstrate the change in notation. **Example: {**{**1-half-of-5**}**}**

# Editing Categories

When you see a page with an expandable card category in it, editing the page does not show you the content of the category to edit it... There are 2 ways to edit the category

* When viewing the page, if you expand a category you should hopefully see a pencil icon inside it... clicking it should take you straight to the editor for that category
* When editing a page, find the location where the category appears and note the name **{**{**Green Storm Cards**}**}** for example... Then scroll down to the bottom of the page, you should see a list of Templates, one of which will have a matching name, like: **Template: Green Storm Cards (edit)**... Click the word 'edit' it should take you straight to the editor for that category
+1/+1 Counter Matter Cards

"+1/+1 Counter Matter Cards" cards are a rare deckbuilding category, normally limited to +1/+1 Counters decks.

They consist of cards that care about:

* Which of your creatures have +1/+1 counters
* How many +1/+1 counters are on a particular creature, or
* Removing +1/+1 counters for a beneficial effect

Green has ~68 cards including: **Inspiring Call, Fertilid, Gyre Sage, Mycoloth, Hooded Hydra, Steelbane Hydra, Jiang Yanggu, Wildcrafter, Tuskguard Captain, Spike Weaver, Lifecrafter's Gift & Longshot Squad**

White has ~20 cards including: **Abzan Falconer, Mikaeus, the Lunarch, Abzan Battle Priest, Herald of War, Twilight Drover, Elite Scaleguard, Ainok Bond-Kin, Custodi Soulbinders, Hopeful Initiate & Lion Sash**

Black has ~23 cards including: **Bloodtracker, Oona's Blackguard, Noosegraf Mob, Nadier, Agent of the Duskenel, Hagr Constrictor, Mer-Ek Nightblade, Skyclave Shadowcat, Necroplasm, Tenured Inkcaster, Maga, Traitor to Mortals & Drakestown Forgotten**

Blue has ~11 cards including: **Toothy, Imaginary Friend, Sage of Fables, Thought Sponge, Simic Manipulator & Skatewing Spy**

Red has ~21 cards including: **Krenko, Tin Street Kingpin, Runaway Steam-Kin, Ashling the Pilgrim, Kilnmouth Dragon, Ignition Team & Stingmoggie**

Colorless has ~28 cards including: **Walking Ballista, Hangarback Walker, Crystalline Crawler & Arcbound Reclaimer**
Gorox

## Types and Abilities

 Solar Power (Hidden Ability)

## Gorox Weaknesses and Resistances

 Takes 2x damage
 Takes 0.5x damage
 Takes 0.25x damage
 Takes 0x damage

Final Stats are calculated assuming the Revomon is at level 100 with Perfect IVs (31 in all stats). Note, a level 100 Revomon's stats in Attack, Defense, Special Attack, Special Defense, and speed is 5 more than double its base stat values in each, while the HP stat will be 110 plus double the base stat value.

### Best Builds for Gorox - Movesets

Note: The above builds are of the author's opinion, and may be added to or changed depending on how the meta develops. Also, all moves are assumed you are fully evolved. Recommended moves will be the same throughout the evolution chain (even if a move cannot be learned by an earlier evolution).

#### All-Around Special Attacker

With this build, Gorox takes advantage of it's moderately high special attack and speed. Solar Power is a nice ability that will pair well with Chlorophyll users and other Sunny Day users. Blast Burn provides strong STAB, Solar Beam will be able to go off in 1 turn under the sunlight, and Dragon Pulse provides type coverage and accuracy.

### Held Items

Held items are not currently wildly available in the world of Revomon. If and when held items get added, this section will be updated. Currently, it is best practice to give your Revomon a berry to hold.
Relationships

This article details the various close **relationships** explored throughout the main series. For AU relations, see AU Relationships. For family relations in the main series, see Family and relatives.

## Trivia

* Some relationships change as the story progresses.
* This list only includes human or non-Pokémon relationships, as listing every single character's starter Pokémon under "best friends" and so on would be redundant and take forever.
Asexuality

**Asexual** refers to people who do not experience sexual attraction toward others. They may experience other forms of attraction, such as romantic, sensual, or aesthetic attraction. **Asexuality** is a sexual orientation, not a gender identity, behavior, or medical condition. Some asexual people choose to engage in sexual activities for various reasons despite not experiencing sexual feelings and desire toward any particular person. Asexuality is part of the **asexual spectrum** (abbreviated "ace spectrum"), an umbrella term and a broad community of identities that are closely related to asexuality when placed on a spectrum ranging from asexual to sexual.

## Etymology

The term 'asexual' comes from the negation prefix *a-*, meaning 'not' or 'without', with the word 'sexual'. It was initially used to describe biological organisms that had no sex organs or reproduction without sex. Its use as a label was popularized by Alfred Kinsey in his Heterosexual-Homosexual Rating Scale (the Kinsey scale), with X being used to denote people who did not engage in sexual behaviors.

### Flag

The asexual pride flag was voted on by the Asexual Visibility and Education Network (AVEN) in 2010. It is composed of four horizontal stripes from top to bottom in the colors black, grey, white, and purple. The colors have the following meanings:

* **Black:** Asexuals
* **Grey:** Demisexuals and grayasexuals
* **White:** Sexuals, as in non-asexual partners and allies
* **Purple:** The community

**Read more on lgbtqia.fandom.com.**

## Asexual individuals on this wiki

Check out the category: Asexual individuals.

William Martinsson; Unspecified romantic attractionSolveig Pevensie; Aromantic asexual