recursal/Fanatic-Fandom huggingface dataset:
Life Drain Cards

"Life Drain Cards" are an uncommon deck category, that normally take life from your opponents while increasing your own... While most commonly seen in Lifegain decks, it can theoretically be used as in a finisher in most archetypes, especially Aristocrats or Big Mana.

Black has ~128 cards including: **Blood Artist, Gray Merchant of Asphodel, Exsanguinate, Ayara, First of Locthwain, Kokusho, the Evening Star, The Meathook Massacre, Dread Presence, Twilight Prophet, Revenge of Ravens, Retreat to Hagra, Curse of Fool's Wisdom, Trespasser's Curse & Tendrils of Agony**

White has ~2 cards which are: **Suture Priest & Inquisitor Exarch**

Blue has ~1 card which is: **Parasitic Strix**

Colorless has ~6 cards which are: **Ugin, the Spirit Dragon, Bontu's Monument, Relic Vial, Chalice of Life // Chalice of Death, Hierophant's Chalice & Bubbling Cauldron**
Glint-Eye

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

'Glint-Eye' (*sometimes referred to as 'Dark-Temur' or 'whiteless'*) decks, contain all colors except white. It is named for the original four-color creature, Glint-Eye Nephilim. This color combination is only found on a single legendary creature, Yidris, Maelstrom Wielder, though it may also be achieved with several Partner pairings.

**See the top Glint-Eye 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. White is the color of order, law, and morality. As a result, the whiteless color identity is free, chaotic, zealous, and ever-changing. However, in lacking structure, it may fall victim to its own frenetic unpredictability.

## **Popular Glint-Eye Strategies**

* Chaos**Chaos** is an *Archetype* or deck type, that seeks to cast permanents that much it much more difficult for their opponents to accurately plan and predict how to play the game. It can randomise the targetting of spells, randomly replace players' permanents and even modify the turn order.
* 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. / 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.
Commander-Agnostic

Commander-Agnostic decks, in contrast to Commander-Centric and Commander-Supported decks, are not reliant (*and in some cases, even indifferent*) about the role of their commander to their deck's primary strategy. Though they have access to their commander in every game, the commander does not play a major or even supporting role in guiding the deck to victory.

Commander-Agnostic decks are often built from a Bottom Up deckbuilding approach.

## **Concepts**

Commander-Agnostic decks often utilize the commander solely as a source of color identity, so that the pilot may use cards of whichever colors they desire and avoid deckbuilding restrictions. Commanders with three or more colors, especially Partner cards such as Vial Smasher the Fierce or Tymna, the Weaver, are commonly used for this purpose in commander-agnostic deckbuilding.

Commander-Agnostic decks may still utilize their commanders during gameplay. However, the primary method of victory is unlikely to be dependent upon that commander's abilities or its presence on the battlefield.

Commander-Agnostic deckbuilding is more common in cEDH, where the cards and interactions during gameplay are powerful enough that a commander may never need to be cast.

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

* Combo
* Storm
* Chaos
* Non-Singleton
* Aikido
* Infect
* Hatebears
* Stax
* Control

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

* Commander-agnostic decks tend to be cohesive unto themselves, and can hold their own without the support of one specific card. In this way, their strategies cannot be as easily disrupted as Commander-Centric decks, which depend heavily on their commander and are unlikely to achieve victory without access to them.

* Commander-agnostic decks may switch to entirely new commanders very easily, requiring very little change within the 99 to play well when switching to a new deck leader.

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

* Commander-agnostic decks forego one of the Commander format's primary benefits: access to a powerful legendary creature in every game. Though commander-agnostic decks may still make use of their commander, their deck will not receive the same powerful synergies that other decks achieve when pairing cards with their commanders.
Infect Creatures

'Infect Creatures' is a rare deck category that is normally only used in Infect decks, but may be used by some -1/-1 Counters decks. Infect creatures deal damage as poison counters to players and -1/-1 Counters to creatures.

Like all Creatures they do have the downside of being vulnerable against certain tactics such as Mass Removal or Pillowfort

Black has 20 cards including: **Skithiryx, the Blight Dragon, Ichor Rats & Plague Stinger**

Green has
16 cards including: **Viridian Corrupter & Phyrexian Swarmlord**

White has
4 cards including: **Lost Leonin, Priests of Norn, Tine Shrike & Shriek Raptor**

Blue has
3 cards including: **Blighted Agent , Viral Drake & Chained Throatseeker**

Red has
3 cards including: **Razor Swine, Fallen Ferromancer & Ogre Menial**

Colorless has 10 cards including: **Blightsteel Colossus & Corpse Cur**
Cantrips

'Cantrips' is an Uncommon deck category that many decks could have but few prioritize. A 'Cantrip' is a spell that replaces itself by drawing a card, often giving you card selection and letting you go from one to the next to the next (*if the density is high enough in your deck*). This can give you additional draw triggers for Wheels decks while filtering to find combo pieces or payoffs, or count as spells being cast for Spellslinger and Storm decks.

Blue has
141 cards including: **Arcane Denial, Ponder, Preordain, Gitaxian Probe, Consider, Thought Scour, Slip Through Space, Blink of an Eye, Contentious Plan, Illusionist's Stratagem & Clear the Mind**

White has
41 cards including: **Shelter, Defiant Strike, Revitalize, Bandage, Acrobatic Maneuver, Niveous Wisps, To Arms!, Sunset Revelry, Survival Cache, True Love's Kiss, Abeyance, Scout's Warning & Pressure Point**

Black has
38 cards including: **Plumb the Forbidden, Forever Young, Profane Insight, Cling to Dust, Bladebrand, Oblivion's Hunger, You Are Already Dead, Aphotic Wisps, Cemetery Recruitment & Dark Dabbling**

Red has
38 cards including: **Expedite, Fists of Flame, Crash Through, Renegade Tactics, Crimson Wisps, Rile, Psychotic Fury, Warlord's Fury, Faithless Salvaging, Cleansing Wildfire, Balduvian Rage & Overmaster**

Green has
41 cards including: **Veil of Summer, Explore, Gaea's Blessing, Benefactor's Draught, Scale the Heights, Slice in Twain, Charge Through, Roots of Wisdom, Track Down, Verdant Rebirth, Irresistible Prey, Wildsize, Bind & Insist**

Colorless has
1 card which is: **Introduction to Prophecy**
Recursion

‘Recursion’ refers to cards or strategies that return cards from the graveyard to a player’s hand, or allow players to re-use cards from their graveyards. This is distinct from Reanimator strategies that usually put cards (specifically creatures) back onto the battlefield directly, usually for little or no mana.

Recursion effects may appear in any color combination, though they are often common in Aristocrats, Reanimator, Artifacts, Landfall, and Spellslinger archetypes.

### Creature Recursion

Creature recursion is distinct from creature reanimation, in which a creature is brought from the graveyard directly onto the battlefield for a low mana investment. Cards that allow a player to return a creature to their hand, or to cast that creature from the graveyard by paying its full mana cost, may be counted as recursive creature effects. These effects are most common in black.

**Examples:**
* Archaeomancer
* Kess, Dissident Mage
* Ardent Elementalist

### Artifact Recursion

Artifact recursion may either return artifacts to a player’s hand or to the battlefield, though they often require other artifacts to enter the graveyard in exchange. These effects are most common in the color red, or on other artifact cards.

**Examples:**
* Scrap Mastery
* Junk Diver

### Enchantment Recursion

Enchantress decks may utilize effects that return enchantments from the graveyard to the hand or to the battlefield. These effects are most common in the color white.

**Examples:**
* Replenish
* Crystal Chimes

### Land Recursion

Land recursion effects are most common in Landfall decks for their ability to allow their controller to play land cards from the graveyard instead of their hand. This also includes cards that return lands to the graveyard en masse. These effects are most common in green.

**Examples:**
* Crucible of Worlds
* World Shaper
* Splendid Reclamation

### Versatile Recursion

Some effects may allow their controllers to return cards of any type to their hand, or to cast spells of any type from their graveyard.

**Examples:**
* Eternal Witness
* Muldrotha, the Gravetide
* Holistic Wisdom

**References:**

* Recursion tagged articles on EDHRec
Aikido Cards

'Aikido Cards' is a rare deck category that is normally only used in Aikido decks, but may be used by some Pillowfort or 75 Percent decks. Aikido cards weaponize your opponents resources against them, serving a purpose somewhere between defensive and offensive, and generally scaling nicely as your opponents advance their game plans.

They do however have the downside of being conditional against certain tactics (*powerful single creature, number of creatures, powerful single spell or Cards in hand*) meaning they may have little to no effect in some games/match ups.

Red has 23 cards including: **Wild Ricochet, Viashino Heretic & Gaze of Adamaro**

Green has 9 cards including: **Ezuri's Predation,**
Arachnogenesis &
Ravenous Slime

Black has 20 cards including: **Opposition Agent, Noxious Gearhulk, Deadly Tempest & Tainted Remedy**

White has 8 cards including: **Alms Collector, Comeuppance & Entrapment Maneuver**

Blue has 6 cards including: **Spell Swindle, Crafty Cutpurse, Phyrexian Ingester & Draining Whelk**
Dune-Brood

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

'Dune-Brood' decks, (*sometimes referred to as 'Dark-Naya' or 'blueless'*) decks, contain all colors except blue. It is named for the original four-color creature, Dune-Brood Nephilim. This color combination is only found on a single legendary creature, Saskia, the Unyielding, though it may also be achieved with several Partner pairings.

**See the top Dune-Brood 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. Blue is the color of knowledge, perfection, and reason. As a result, the blueless color identity is impulsive, zealous, and aggressive. However, despite its insurmountable might and speed, it may fail to plan ahead for every contingency and thus become outwitted in battle.

## **Popular Dune-Brood Strategies**

* 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
* 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.
* Hatebears**Hatebears** is an *Archetype* or deck type, that seeks to cast cheap creatures that make it much more difficult for their opponents to play the game while also being able to attack their opponents with those creatures.
* 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.
Commander-Supported

Commander-supported decks, in contrast to Commander-Centric and Commander-Agnostic decks, utilize their commanders as an important ingredient for their deck's primary plan, but without wholly relying on that commander to achieve this goal. Commander-supported decks may often have several cards in the 99 that fulfill a similar role as the commander. Consistent access to the commander's abilities may help fulfill an important role within the deck's strategy, but the deck may also achieve victory without using its commander.

Commander-supported decks are often built from Top Down deckbuilding approach like Commander-Centric Decks, but can occassionally be a Bottom Up build that has found a commander with partial support for their gameplan, or even an attempt at Creative Deckbuilding in an attempt to build an archetype with a different commander, or build a commander commander in a different direction

## **Concepts**

Commander-supported decks are flexible with their commanders; they may use the commander as a key ingredient to win the game, or they may have a self-contained strategy within the 99 that allows them to win even without the commander's assistance.

Commander-supported strategies are commonly identified by their redundancy. The commander does not fulfill a specifically unique role within the deck, and often is accompanied by many other cards in the 99 that fulfill a similar role.

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

* Tribal
* Reanimator
* Superfriends
* Artifacts
* Aristocrats
* Group Hug
* Group Slug
* Control
* Aggro

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

* Commander-supported decks are able to maintain a consistent strategy that will be amplified by their commander without using the commander as a necessary component. This provide commander-supported decks with a high degree of flexibility during gameplay, as they do not usually require cards to be played in a specific sequence to become most effective.

* Commander-supported decks are somewhat difficult to disrupt, as they are not dependent on an individual card to prop up their strategy, and often have multiple cards that can fulfill the same role as their commander.

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

* Commander-supported decks may still experience severe setbacks when their commander is removed; though their deck may have other pieces in their deck that provide similar abilities, the commander is likely a preferred version of those effects, and increasing command tax or persistent removal can make the deck's primary plan difficult to enact.

* Commander-supported decks that draw too many redundant pieces that fulfill the same roles as their commander may struggle to enact their gameplan as smoothly as other decks. Though those pieces provide additional consistency, too many of them can lead into redundancy during gameplay, and may not provide the deck with other abilities it vitally needs that the commander itself does not perform.
Haste Enablers

"Haste Enablers" are an uncommon category of deckbuilding cards that certain decks heavily capitalize upon.

Since Magic is often a game of "Play and Counter-play", the ability to act unexpectedly early can be very valuable in siezing an opportunity before your opponents can react. Granting one or more creatures Haste bypasses the usual rules and expectations by letting them attack or tap a turn earlier than expected. This can have several benefits:

* Denying your opponent a turn to find an answer before you attack *(This can include removal, board wipes, fogs, pillowfort effect or even stax effects)*
* Denying your opponent the opportunity to cast sorcery speed removal before you attack *(including board wipes)*
* Attacking with more creatures than would normally be expected *(Normally creatures created in a turn can't attack the same turn)*
* Using an Activated Ability before it would be expected
* Attacking before your opponents have a chance to untap and hold up mana

It is most commonly used when you seek to win through combat or have permanents (including your commander) with very impactful activated abilities or attack triggers *(especially if these permanents are common targets for removal)*, such as in: Voltron, Combo, Tokens, Infect and some Commander-Centric decks.

Different decks may want different "Haste Enablers", each card will either:

* Effect **One** creature or **All of Your** creatures, and
* Last until **End of turn** or have a **Permanent effect** until removed.

## Haste Enablers by Category

* **Permanents** effecting **all your creatures** include: Concordant Crossroads, Fervor, Crashing Drawbridge
* **Permanents** effecting **one creature** include: Auras and Equipment
* **Single turn** effects for **all your creatures** include: Mercadia's Downfall, Downhill Charge
* **Single turn** effects for **one creature** include: Accelerate, Reckless Charge

## Haste Enablers by Color

Red has **Permanent all creature** haste buffs, **Temporary all creature** haste buffs, **Temporary single creature** haste buffs,**Temporary clone** haste buffs and **Temporary Reanimation** haste buffs

* **Permanent, all creatures:** Concordant Crossroads, Ellywick Tumblestrom
* **Single Turn, all creatures:** Finale of Devastation
* **Permanent, one creature:** Touch of Vitae, Instill Energy

* **Reanimation with Haste:** Bond of Revival, Lilliana Waker of the Dead
* **Temporary Reanimation with Haste:** Dawn of the Dead, Corpse Dance, Goryo's Vengeance, Postmortem Lunge, Shallow Grave, Whip of Erebos

* **Permanent, all creatures:** Akroma's Memorial, Crashing Drawbridge
* **Permanent, one creature:** Chariot of Victory, Fleetfeather Sandals, Hall of the Bandit Lord, Haunted Cloak, Helm of Kaldra, Lightning Greaves, Necropouncer, Kaldra Compleat, Obsidian Battle-Axe, Ring of Valkas, Strider Harness, Swiftfoot Boots, Sword of Vengeance
* **Temporary, multiple creatures:** Golem Artisan
* **Temporary Reanimation with Haste:** Mimic Vat
* **Permanent Reanimation with Haste:** Dollhouse of Horrors, God-Pharaoh's Gift
* **Temporary Clone with Haste:** Helm of the Host, Echo Chamber, Cogwork Assembler, Minion Reflector
Mass Protection Cards

'Mass Protection' in an Uncommon deck category that most decks could have but many decks elect not to. Identical to Protection Cards, with the exception of protecting all your creaturess to protect your game plan... ensuring that others don't stop your plans for winning the game. It is most commonly used when you have a large number of creatures, such as in: Aggro, Infect, and most Tribal decks.

Related categories that can be used the same way include Protection Cards, Recursion Cards, Reanimate Cards, Counterspell Cards, and some Blink and Bounce Spells.

Some methods of protection include:

* **Protection From** (*Prevents targeting, blocking, damage and more*)
* **Phase Out** (*Prevents targeting, sacrifice, damage and destroy effects*)
* **Regeneration** and **Indestructible** (*Prevents damage and destroy effects*)
* **Hexproof** and **Shroud** (*Prevents targeting*)

* ~13 cards granting **Protection**: Teferi's Protection, Akroma's Will, Serra's Emissary, Brave the Elements, Riders of Gavony, Akroma's Blessing, Concerted Effort, Glory, Samite Elder
* ~2 cards that **Phase Out**: Guardian of Faith & Teferi's Protection
* ~13 cards granting **Indestructible** including: Flawless Maneuver, Akroma's Will, Avacyn, Angel of Hope, Unbreakable Formation, Selfless Spirit, Rootborn Defenses, Kindred Boon, Odric, Lunarch Marshal
* ~2 cards that can **Regenerate**: Fanatical Devotion, Poultice Sliver
* ~1 cards granting **Hexproof**: Odric, Lunarch Marshal
* ~1 cards granting **Shroud**: Greater Auramancy

* ~10 cards granting **Hexproof**
* ~4 cards granting **Indestructible**: Heroic Intervention, Inspiring Call, Kamahl's Will, Song of Freyalise
* ~5 cards that can **Regenerate**: Asceticism, Ezuri, Renegade Leader, Full Moon's Rise, Resuscitate, Wrap in Vigor

* ~9 cards that can **Regenerate**. 3 Generic Cards: *Wail of the Nim, Dark Dabbling & Horror of Horrors* and 6 Tribal Cards: *Boneknitter, Zombie Master, Lim-Dûl the Necromancer, Black Poplar Shaman, Clot Sliver& Crypt Sliver*

* ~2 cards that **Phase Out**: March of Swirling Mist & Spectral Adversary.

* ~1 cards that can **Regenerate**: Goblin Chirurgeon

* ~2 cards granting **Indestructible**: Eldrazi Monument, Soul of New Phyrexia
* ~2 cards granting **Hexproof**: Glaring Spotlight, Scion of Draco
* ~1 cards granting **Protection**: Akroma's Memorial
Abzan

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

Abzan is the color combination of white, black, and green. It is named for the Abzan Houses of the plane of Tarkir.

Popular Abzan commanders include Ghave, Guru of Spores, Karador, Ghost Chieftain, and Nethroi, Apex of Death.

## **Identity**

Abzan embodies the philosophy "the best offense is a good defense". It combines white's value of structure with black's desire for survival to create a proactive defense, as well as green's growth to help speed this process along.

## **Popular Abzan 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
* 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.
* Defender/Toughness Matters
* 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.
* Reanimator**Reanimator** is an *Archetype* or deck type, that seeks to put powerful creatures into it's graveyard and then use spells to put them from the graveyard directly to the battlefield far earlier than they could cast them.

## **Weakness**

Due to the absence of Blue and Red, Abzan has a very limited capability of interacting with Spells like Instants and Sorceries. Whereas Red and Blue can Counter, Copy and even Redirect targetted spells... Abzan by comparison can only Protection Cards**Protection Cards** seek to protect your or a permanent you control from harmful effects via a variety of means. to protect itself and/or it's permanents, and potentially recur it's instants and sorceries using Green's unrestricted Recursion**Recursion** is a term for returning cards from your graveyard back to your hand..
Simic

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

Simic (*sometimes called Quandrix*) is the color combination of green and blue. It is named for the Simic Combine on the plane of Ravnica.

Popular Simic commanders include Tatyova, Benthic Druid, Kumena, Tyrant of Orazca, and Ezuri, Claw of Progress.

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

## **Identity**

Blue and Green unite in their shared desire for evolution and growth. Blue still seeks to pursue improvement, but it can draw heavily on green’s wisdom and the existing perfection of nature to help achieve that goal. Blue also approves of green’s capacity for adaptability, and green admires blue’s love of facts. Simic collaboration represents refinement and enhancement of greens already exceptional qualities.

## **Popular Simic Strategies**

* Landfall/Ramp
* +1/+1 Counters theme
* Tribal Decks

## **Strengths and Weaknesses**

### Strengths

Simic colors both contain and create exceptionally powerful creatures, often able to grow smaller creatures into much larger threats. Simic is a powerful color combination for ramp, often accruing many more resources than other color combinations. Both green and blue also excel at card draw, able to keep their hands well-stocked and choose from among a diverse range of cards to use during gameplay.
### Weaknesses

Simic decks may be slow to enact their plans, often taking several turns to accrue resources such as lands or drawing additional cards, but without affecting the state of the battlefield. This may leave them vulnerable to opponents with speedier strategies. Simic decks traditionally struggle to permanently remove creatures from the battlefield, usually forced to rely upon their own large creatures to defeat opposing ones
ETB Creatures

'ETB Creatures' is a Common deck category that seeks to find cards with spell-like abilities that trigger when a creature  *'**E**nters **T**he **B**attlefield'*  It can be heavily abused by Blink decks, but also decks with lots of Recursion or Repeatable or Mass Bounce. It is also commonly used by decks seeking to amass a large number of creatures, such as in: Aggro and most Tribal decks.

White has ~330 creatures with **Enter the Battlefied** effects. Effects include: **Ramp, Recursion, Reanimation, Blinking, Equipment/Aura/Legendary/small-creature tutoring, minor card draw, Protection, Temporary removal, graveyard hate, artifact/enchantment removal, token creation, board wipes, add +1/+1 counters, life gain & own creature bounce**

Blue has ~337 creatures with **Enter the Battlefied** effects. Effects include: **Card Draw, Spell/Artifact Recursion, Theft, Artifact/Spell Tutoring, Removal, Counter Doubling, Counterspells, Token Creation, Scry, Land Untapping, Bouncing others' Permanents, Mill, Tapping & Untapping & Protection.**

Black has ~325 creatures with **Enter the Battlefied** effects. Effects include: **Life drain, Creature removal, Mass removal, Reanimation, Tutoring, Card draw, Token creation, Self mill, Creature recursion & Discard**

Red has ~266 creatures with **Enter the Battlefied** effects. Effects include: **Treasure creation, Artifact/Small Creature/Goblin tutoring, spell copying, token creation, spell theft, temporary theft, buffs & direct damage**

Green has ~322 creatures with **Recursion, Enchantment/Artifact Removal, Ramp, Token Creation, Buffs, Card draw, Fight effects, Creature Tutoring, add +1/+1 counters, lifegain, proliferate effects and graveyard hate.**

Colorless has ~47 creatures with **Enter the Battlefied** effects. Effects include: **Ramp, Removal, Token Creation, Card draw, Spell/Infect recursion, self bounce, discard, lifegain, +1/+1 counter adding, graveyard hate & scry.**
Código Tren

El código del tren es uno de los objetos más importantes del Capítulo 2: Fly in a Web, siendo este el elemento que nos ayuda a pasarnos el juego. Este originalmente nos lo daría Poppy pero cuando es secuestrada por Mommy Long Legs se rompe en 3 pedazos y nos los da cada ves que superamos los minijuegos
Mass Ramp

"Mass Ramp" is a rare deck building category, normally Restricted to Group Hug decks.

"Mass Ramp" cards make more mana available for every player

Green has ~16 cards which are: **Tempt with Discovery, Rites of Flourishing, Pir's Whim, Dictate of Karametra, Heartbeat of Spring, Veteran Explorer, Collective Voyage, Rootweaver Druid, Magus of the Vineyard, Eladamri's Vineyard, Keeper of Progenitus, Shizuko, Caller of Autumn, New Frontiers, Hypergenesis, Avatar of Growth & Clear the Land**

Red has ~3 cards which are: **Mana Flare, Wild Evocation & Hired Giant**

White has ~2 cards which are: **Scholarship Sponsor & Oath of Lieges**

Blue has ~2 cards which are: **Braids, Conjurer Adept & Show and Tell**

Colorless has ~4 cards which are: **Blinkmoth Urn, Gate to the Aether, Ghirapur Orrery & Storm Cauldron**
Extra Turn Cards

"Extra Turn Cards" are a rare deck building category, maligned for their usage in infinite combo, where repeatedly using them can make it so only the casting player is the one having turns.

"Extra Turn Cards" give the caster an extra turn, (*including all usual steps such as untapping, draw and attacking*) that ignores turn order. This is occasionally used in Blue decks as a substitute for Haste Enablers or Additional Combat Cards, or as a way to untap your lands to be able to respond to opponents with Countermagic in a Control deck.

Blue has ~26 cards including: **Time Warp, Nexus of Fate, Karn's Temporal Sundering, Expropriate, Temporal Mastery, Temporal Trespass, Notorious Throng, Walk the Aeons, Part the Waterveil, Time Stretch, Timestream Navigator, Sage of Hours, Wanderwine Prophets & Lighthouse Chronologist**

Red has ~3 which are: **Final Fortune, Last Chance & Warrior's Oath**

Black has ~1 card which is: **Temporal Extortion**

Green has ~1 card which is: **Seedtime**

Colorless has ~4 cards which are: **Ugin's Nexus, Magistrate's Scepter, Gonti's Aether Heart & Timesifter**
Evasion

*"Evasion"* is short for "Cards proving Evasion abilities" and refers to cards that make another creature harder to block. It is an uncommon category, normally used by Voltron decks, or as a finisher in some Tokens or Aggro decks.

Blue has ~39 cards including: **Aqueous Form, Tetsuko Umezawa, Fugitive, Archetype of Imagination, Wonder, Herald of Secret Streams, Pemmin's Aura, Whirler Rogue, Slip Through Space, Artful Dodge, Hypnotic Siren, AEther Tunnel, Keeper of Keys, Deppfathom Skulker, Soaring Seacliff & You Come to a River**

White has ~39 cards including: **Akroma's Will, Maul of the Skyclaves, Elspeth, Knight-Errant, Angelic Gift, Ajani, Caller of the Pride, Gryff's Boon, Armored Ascension, Concerted Effort, Asha's Favor, Spirit en-Dal & Hedgewitch's Mask**

Black has ~32 cards including: **Mask of Griselbrand, Vampire Nocturnus, Dauthi Embrace, Fallen Ideal, Thieves' Tools, Grisly Transformation, Dirge of Dread, Ebony Charm, Herald of Torment, Intimidation, Sleeper's Guile, Consecrated by Blood & Corrupting Licid**

Red has ~14 cards including: **Subira, Tulzidi Caravanner, Break Through the Line, Dwarven Warriors, Homura, Human Ascendant // Homura's Essence, Dust Corona, Shiv's Embrace, Hearth Charm & Firefright Mage**

Green has ~8 cards which are: **Canopy Cover, Bellowing Tanglewurm, Evolution Charm, Wolfrider's Saddle, Treetop Bracers, Riding the Dilu Horse, Trailblazer & Pixie Queen**

Colorless has ~28 cards including: **Rogue's Passage, Whispersilk Cloak, Eldrazi Monument, Manifold Key, Akroma's Memorial, Zephyr Boots, Fleetfeather Sandals, Suspicious Bookcase, Hot Soup, Cobbled Wings, Predator, Flagship, Wedding Invitation, Executioner's Hood & Power Matrix**
Storm Cards

'Storm Cards' is a Rare deck category. Most decks cannot capitalize on Storm cards, which scale based on the number of spells you have cast, But Combo decks (casting an infinite number of spells) or decks chaining together Cantrips, Rituals or 0-cost artifacts may generate enough spells per turn to consider this category.

Spells from this category can often be used as a Finisher with a sufficiently high number of spells cast during the turn.

Red has ~11 cards Storm Cards which are: **Grapeshot, Empty the Warrens, Haze of Rage, Galvanic Relay, Dragonstorm, Ignite Memories, Fiery Encore, Spreading Insurrection, Ground Rift, Volcanic Awakening & Scattershot**

Green has ~5 cards Storm Cards which are: **Chatterstorm, Weather the Storm, Sprouting Vines, Aeve, Progenitor Ooze & Hunting Pack**

Black has ~3 cards Storm Cards which are: **Tendrils of Agony, Bitter Ordeal & Reaping the Graves**

Blue has ~5 cards Storm Cards which are: **Flusterstorm, Brain Freeze, Mind's Desire, Temporal Fissure & Hindering Touch**

White has ~2 cards Storm Cards which are: **Wing Shards & Astral Steel**
Red Wheel Cards

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**
Orzhov

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

Orzhov (*sometimes called Silverquill*) is the color combination of white and black. It is named for the Orzhov Syndicate on the plane of Ravnica.

Popular Orzhov commanders include Teysa Karlov, Athreos, God of Passage, and Karlov of the Ghost Council.

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

## **Identity**

White and black clash over the value of the good of the group vs. the good of the individual. This central conflict inspires Orzhov to create a highly stratified system built on a foundation of exploitation. Those in power may have a trusted group of friends they seek to protect, but anyone and everyone outside that group must be used or destroyed to keep the group at the top of the hierarchy. Orzhov enforces order and exerts complete and total power over the structures they create, which are built to benefit them most. However, this system can prove to be vulnerable from within, when members of the core group disagree and begin to mistrust and backstab one another.

## **Popular Orzhov Strategies**

* Lifegain
* Aristocrats
* Enchantress

## **Strengths and Weaknesses**

### Strengths

Orzhov excels at both removal and mass removal, able to dismantle any threat that comes its way. Orzhov decks may avoid combat in favor of life loss effects that drain life from enemies while bolstering their own. Additionally, Orzhov specializes in disposing of its own creatures or cards for other benefits, such as card draw, and can frequently reanimate creates to sacrifice them again and again. This may make it difficult for opponents to interact meaningfully with the Orzhov player's permanents, as any attempt to remove them may wind up benefiting the Orzhov player instead of hampering them.
### Weaknesses

Orzhov may be slow to put its plans into action, either with a lack of ramp or because its plans require many pieces to be put into play before they begin to provide substantial benefits. Orzhov decks may also find it difficult to engage in politics, as their strategies tend to harm all opponents equally, and are not commonly pointed towards a single player they wish to unseat from a position of power.
Gruul

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

Gruul is the color combination of red and green. It is named for the Gruul Clans on the plane of Ravnica.

Popular Gruul commanders include Omnath, Locus of Rage, Xenagos, God of Revels, and Ruric Thar, the Unbowed.

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

## **Identity**

Together Red and Green tell people to follow their instincts and emotions. They want people to act on whatever comes naturally. Gruul therefore hate structures and laws that limit this freedom, and stand devoted to freeing everyone from such restrictions so that they may be their natural selves. Gruul society has a community and freedom that no other guild has, but this focus on acting on impulse means Gruul isn’t the type to plan out or think things through.

## **Popular Gruul Strategies**

* 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.
* 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
* 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.

## **Strengths and Weaknesses**

### Strengths

Gruul is fast and aggressive, specializing in ramp and other methods of acquiring additional resources. These resources allow it to cast larger and larger spells, particularly creatures, that outsize all opposition and can overrun all other players.
### Weaknesses

Gruul decks are often quite linear, potentially even bordering on predictability. Though Gruul produces powerful threats, opponents may be able to outmaneuver those threats with clever planning. Gruul may also occasionally struggle against Mass Removal**Mass Removal** is the term normally used for cards that get rid of (*destroy, exile or bounce*) all cards, normally of a particular type. They are normally used to 'reset' a board state with a dangerous number of creatures. that removes its powerful creatures. Since many of Gruul's most important game actions often take place on its own turn, this can also limit Gruul's interaction to prevent enemy plans during those players' turns.
X Spells

"X Spells" are an uncommon category of deckbuilding cards that many decks can use but few prioritize. X spells are spells with a Variable in the casting cost (*Normally X)* that lets you spend a variable amount of mana... Decks that can produce a large amount of mana, or copy these powerful spells are the ones most likely to consider using them.

## X Spells by Color

Red has
79 cards including: **Comet Storm, Earthquake, Electrodominance, By Force, Commune with Lava, Tempt with Vengeance & Saheeli's Directive**

Blue has
68 cards including: **Blue Sun's Zenith, Curse of the Swine & Whir of Invention**

Green has
70 cards including: **Finale of Devastation, Genesis Wave, Genesis Hydra, Pest Infestation, Animist's Awakening, Hooded Hydra & Nylea's Intervention**

Black has
55 cards including: **Torment of Hailfire, Exsanguinate, The Meathook Massacre, Damnable Pact, Profane Command & Dread Summons**

White has
28 cards including: **Heliod's Intervention, Martial Coup, Mikaeus, the Lunarch, Finale of Glory, Decree of Justice, Unexpectedly Absent, Rally the Ancestors, Grand Crescendo & Quarantine Field**

Colorless has
16 cards including: **Walking Ballista, Hangarback Walker, Stonecoil Serpent, Astral Cornucopia, Chalice of the Void, Orochi Hatchery, Engineered Explosives & Sigil of Distinction**
Equipment

"Equipment" cards are a rare deckbuilding category, normally used by decks that care about power such as Voltron decks.

They are an artifact subtype, mostly in Colorless but can also be found in each of the five colors. They can be used to grant power and toughness boosts, but can also grant useful keywords or powerful triggers.

Black has
22 cards including: **Vorpal Sword, Cranial Plating, Wand of Orcus, Mask of Griselbrand, Lashwrithe & Poet's Quill**

White has
27 cards including: **Robe of Stars, Lion Sash, Maul of the Skyclaves, Seraphic Greatsword, Holy Avenger & Citizen's Crowbar**

Red has
27 cards including: **Embercleave, Battlemage's Bracers, Lizard Blades, Blazing Sunsteel, Fiendlash, Rabbit Battery, Komainu Battle Armor, Meteoric Mace & Bearded Axe**

Blue has
13 cards including: **The Reality Chip, Neurok Stealthsuit, Winged Boots, Trickster's Talisman, Mask of the Schemer, Acquisition Octopus & Robe of the Archmagi**

Green has
15 cards including: **Fractal Harness, Belt of Giant Strength, Tanuki Transplanter, Skyclave Pick-Axe, Scepter of Celebration, Elven Bow, Horned Helm, Wolfrider's Saddle & Bramble Armor**

Colorless has
271 cards including: **Lightning Greaves, Swiftfoot Boots, Skullclamp, Sword of the Animist, Whispersilk Cloak, Blackblade Reforged, Shadowspear, Helm of the Host, Sword of Feast and Famine, Basilisk Collar, Mask of Memory, Hammer of Nazahn, Sword of Hearth and Home, Fireshrieker, Colossus Hammer & World Slayer**
Entrenamiento GrabPack

## Grab Pack

* VHS
* VHR
* Video

## Descripción

El  **Entrenamiento Grab Pack**, también conocida **Cinta Azul VHS** es una cinta VHS de un tutorial de como utilizar y usar tu propio GrabPack

## Apariencia

El **Entrenamiento GrabPack** es una sucia cinta de color azul oscuro que se puede encontrar en el escritorio en la oficina de Seguridad y puede ser reproducida al meterla en el reproductor VHS azul debajo de la tele que hay al lado. Cuando la cinta es introducida, una serie de imágenes aparecerán y se desvanecerán enseñandote como utilizar tu GrabPack

## Contenidos

Introducción al GrabPack."¡Abróchese las correas!""Sostenga ambos cañones""Jale el gatillo para Disparar""Vuelva a jalarlo para Regresar""Mantenga apretado para sostener objetos""SOLO úselo en pequeños objetos y manijas""No debe usarse en sus compañeros""Puede causar heridas graves""¡El cable es conductor, puede usarlo para conexiones!""Gracias. Usa el GrabPack de forma responsable""¿Qué hora es? Playtime."
## Curiosidades

* El **Entrenamiento GrabPack** tiene **4 versiones** desechadas. Una de ellas incluía un lema sin usar de Playtime Co.
	+ El lema sin usar era: "Es lo que hay dentro lo que es especial."
	+ Una de las versiones tenía música de un álbum *Everywhere at the End of Time*. La canción de fondo se llama "Childishly fresh eyes".
		- MOB Games puede que desechara esta versión de la cinta debido a que el significado que tenía la canción es perturbadora y depresiva. Tenía que ver con la demencia. Después de la versión desechada, MOB Games se inspiró en la canción y "It's Just A Burning Memory" y creó la canción "It's Playtime".
Self-Mill Cards

"Self-Mill Cards" are a rare deck building category, focused on putting cards from your Library into your graveyard. It is normally only found in Self-Mill decks and Aristocrats or Reanimator decks.

Blue has ~110 cards including: **Jace, Wielder of Mysteries, Brain Freeze, Emry, Lurker of the Loch, Thought Scour, Winds of Rebuke, Court of Cunning, Traumatize, Didn't Say Please, Hedron Crab, Fleet Swallower, Deranged Assistant, Memory Erosion, Drown in Dreams, Fraying Sanity, Jace, Memory Adept & Dreamborn Muse**

Black has ~43 cards including: **Stitcher's Supplier, Liliana, Death's Majesty, Geth, Lord of the Vault, Dread Summons, Incarnation Technique, Corpse Churn, Funeral Rites, Sewer Nemesis, Tymaret Calls the Dead, Lord of the Forsaken, Crow of Dark Tidings, Mindwrack Harpy, Infernal Genesis, Carrion Grub & Extractor Demon**

Green has ~47 cards including: **Genesis Wave, Satyr Wayfinder, World Shaper, The Mending of Dominaria, Hermit Fruid, Wrenn and Seven, Grapple with the Past, Splinterfright, Crawling Sensation, Crawling Infestation, Skola Grovedancer, Sudden Reclamation, Moldgraf Millipede & Teachings of the Kirin // Kirin-Touched Orochi**

Red has ~9 cards which are: **Tibalt's Trickery, Sin Prodder, Saheeli's Directive, Skirk Drill Sergeant, Countryside Crusher, Heretic's Punishment, Book Burning, Song of Blood & Loafing Giant**
Related Cards see: Red Wheel Cards

Colorless has ~31 cards including: **Altar of Dementia, Mindcrank, Codex Shredder, Perpetual Timepiece, Mesmeric Orb, Millikin, Grinding Station, Sequestered Stash, Ghoulcaller's Bell, Keening Stone, Grindstone, Wand of Vertebrae, Charmed Pendant, Hair-Strung Koto & Whetstone**
Alternate Win Cards

"Alternate Win Cards" are a rare category of deckbuilding cards due to the diverse variety of conditions that need to be obtained... they are normally treated less as a category and instead splashed into a deck based on which conditions fit the existing goals of the deck and the tolerance level of the deck's owner and their meta towards such cards.

Blue has ~7 cards which are: **Thassa's Oracle & Jace, Wielder of Mysteries, Laboratory Maniac, Mirrodin Besieged, Mechanized Production, Triskaidekaphile & Atemsis, All-Seeing**
DO NOT USE THE FOLLOWING CARDS:
* **Now I Know My ABC's** (*Silver bordered cards are not legal in Commander*)
* **Battle of Wits** (*Decks in commander must have exactly 99 cards plus their commander, not 200*)
* **Hedron Alignment** (*Impossible condition in Commander: you cannot include multiple copies of the card, Wish cards cannot retrieve cards from outside the game, and copies of this card in Exile or your Graveyard will either become their printed card if they are clones or disappear as a state based action if they are tokens*)

Black has ~8 cards which are: **Revel in Riches, Vorpal Sword, Liliana's Contract, Phage the Untouchable, Elbrus, the Binding Blade // Withengar Unbound, Triskaidekaphobia, Mortal Combat & Vraska, Scheming Gorgon**

White has ~8 cards which are: **Approach of the Second Sun, Felidar Sovereign, Angel of Destiny, Test of Endurance, Happily Ever After, Faithbound Judge // Sinner's Judgment, Near-Death Experience & Barren Glory**

Green has ~2 cards which are: **Helix Pinnacle & Epic Struggle**

Red has ~2 cards which are: **Hellkite Tyrant & Chance Encounter**

Colorless has ~4 cards which are: **Strixhaven Stadium, Maze's End, Darksteel Reactor & The Deck of Many Things**
Board Wipe Cards

'Board Wipes' is a Common deck category that almost all decks have. Referring specifically to Mass Removal of creatures, 'Board-Wipes' allow the caster to manage a dangerous or clogged board state, normally defensively, but with the right boardwipes or the right precautions they can be one-sided, instead removing all creature opposition to attacking with your creatures.

Popular Examples include: **Austere Command, Wrath of God, Cleansing Nova, Fumigate, Elspeth, Sun's Champion, Winds of Rath, Hour of Reckoning**

Popular Examples include: **Decree of Pain, Pestilence, Extinction Event, Nightmare Unmaking, Extinguish All Hope**
Uncommon Examples include: **In Garruk's Wake, Living Death, Bontu's Last Reckoning, Damnation**

Popular Examples include: **Cyclonic Rift, Aetherize, Curse of the Swine, Evacuation, Whelming Wave, Scourge of Fleets, Engulf the Shore**

Popular Examples include: **Blasphemous Act, Chain Reaction, Earthquake, Starstorm, Star of Extinction, Pyrohemia**
Uncommon Examples include: **Mogg Infestation, Jokulhaups, Obliterate**

* See: **Ezuri’s Predation, Nacatl War-Pride, Apex Altisaur, Cyclone**

Popular Examples include: **Nevinyrral's Disk, Oblivion Stone, Worldslayer, The Tabernacle at Pendrell Vale, Perilous Vault, Boompile**