FoilTilt
// Custom deck · Chatterfang, Squirrel General Squirreled Away
Bracket
B4
Bracket 4 · Pod notes

RULE ZERO. read this first.

The rule-zero script, the ten Game Changer readout, and every disclosed loop for a declared Bracket 4 Squirreled Away pod. LIVE is what is sleeved today. COMPLETE is the two-card upgrade. The toggle switches the readout, and the guide and deck list follow.

01 // Readout

Bracket 4 readout.

Configuration:

LIVE is the build sleeved today: a 97-card shared core plus Haywire Mite and Honored Dreyleader, ten Game Changers, and two tutorable infinites. COMPLETE swaps those two for Yawgmoth, Thran Physician and Nuka-Cola Vending Machine, adding a third infinite while the Game Changer count holds at ten. The toggle switches the guide, the pod, and the deck list, and either configuration totals 100.

Golgari squirrel aristocrats on Chatterfang, Squirrel General, declared Bracket 4. Ten Game Changers, and I will name all ten on request. Two infinite combos, both tutorable, both disclosed: Chatterfang plus Pitiless Plunderer plus an Altar with any drain, and Squirrel Nest plus Earthcraft on a basic land. Seven tutors find them, so expect a win attempt around turn five. No mass land destruction, no extra turns. If the table would rather play lower, I have lower-bracket decks and I am glad to sleeve one of those instead.

// Bracket 4 · Live · combos disclosed

Compliance checklist

Classification
Declared Bracket 4, the LIVE build sleeved today: two tutorable infinites and ten Game Changers, which is what the bracket is for; not cEDH. COMPLETE swaps two cards for a third infinite and holds the same ten Game Changers.
Game Changers
10 listed: Ancient Tomb, Biorhythm, Crop Rotation, Demonic Tutor, Mana Vault, Natural Order, Opposition Agent, Orcish Bowmasters, The One Ring, Vampiric Tutor.
Infinite combos
Two, disclosed: Chatterfang plus Pitiless Plunderer plus an Altar with any drain, and Squirrel Nest plus Earthcraft on a basic land.
Mass land denial
None.
Extra turn spells
None.
Fast mana
Mana Vault and Ancient Tomb, both counted in the Game Changers, plus Dark Ritual and Sol Ring (exempt).
Tutors
Seven: Demonic Tutor, Vampiric Tutor, Diabolic Intent, Green Sun's Zenith, Crop Rotation, Natural Order, and Emeritus of Woe.

Golgari squirrel aristocrats on Chatterfang, Squirrel General, declared Bracket 4. Ten Game Changers, and I will name all ten on request. Three infinite combos, all tutorable, all disclosed: Chatterfang plus Pitiless Plunderer plus an Altar with any drain, Squirrel Nest plus Earthcraft on a basic land, and Yawgmoth plus Pitiless Plunderer plus Chatterfang for infinite draw. Seven tutors find them, so expect a win attempt around turn five. No mass land destruction, no extra turns. If the table would rather play lower, I have lower-bracket decks and I am glad to sleeve one of those instead.

// Bracket 4 · Complete · combos disclosed

Compliance checklist

Classification
Declared Bracket 4, the COMPLETE build: three tutorable infinites and ten Game Changers, which is what the bracket is for; not cEDH. This is the two-card upgrade to the sleeved LIVE deck, and the Game Changer count does not move.
Game Changers
10 listed: Ancient Tomb, Biorhythm, Crop Rotation, Demonic Tutor, Mana Vault, Natural Order, Opposition Agent, Orcish Bowmasters, The One Ring, Vampiric Tutor.
Infinite combos
Three, disclosed: Chatterfang plus Pitiless Plunderer plus an Altar with any drain, Squirrel Nest plus Earthcraft on a basic land, and Yawgmoth plus Pitiless Plunderer plus Chatterfang.
Mass land denial
None.
Extra turn spells
None.
Fast mana
Mana Vault and Ancient Tomb, both counted in the Game Changers, plus Dark Ritual and Sol Ring (exempt).
Tutors
Seven: Demonic Tutor, Vampiric Tutor, Diabolic Intent, Green Sun's Zenith, Crop Rotation, Natural Order, and Emeritus of Woe.

Read this before sitting down at a Bracket 4Bracket is a deck-power tier system from Bracket 1 (casual precons) to Bracket 5 (cEDH). Bracket 4 is the high-power tier below cEDH. Squirreled Away pod. The pregame above is the script you read out loud; the compliance table is what to volunteer if asked; the Q&A handles the rest. The whole social contract is one sentence: the deck says what it is before the first shuffle, then attempts exactly that.

Game Changers

Ten, and the same ten in both configurations. The list gets named on request; the two-card COMPLETE swap does not touch it.

table reset Biorhythm
{6}{G}{G} sorcery. Each player's life total becomes their creature count. The widest board is nearly always this seat, so the standing rule is count every creature before casting it.
best tutor Demonic Tutor
{1}{B} sorcery. Any card in the library, straight to hand. Both loops are at most two open slots, so this is the card that turns half a combo into a combo.
instant tutor Vampiric Tutor
{B} instant. Any card to the top of the library for 2 life. Fired on the end step before your turn, the next draw is the missing piece, and the drains pay the life back.
green tutor Natural Order
{2}{G}{G} sorcery. Sacrifice a green creature: any green creature card from the library onto the battlefield. Turns one Squirrel into Craterhoof Behemoth, and it now sits in the shared core, so both builds run it.
fast mana Mana Vault
{1} artifact. Taps for {C}{C}{C} and does not untap unless you pay {4}. The card that pushes a turn-three Chatterfang and a turn-five attempt.
fast mana Ancient Tomb
Land. Taps for {C}{C} and deals 2 damage to you. Two extra mana is the difference between attempting on turn five and turn six, and Crop Rotation fetches it the turn it matters.
draw engine The One Ring
{4} legendary artifact. Indestructible, a turn of protection from everything when cast, and a tap draws a growing pile priced in life. The refuel after a wrath and the shield on the turn the table aims back.
land bullet Crop Rotation
{G} instant. Sacrifice a land: any land from the library onto the battlefield. A four-mode toolbox in one green mana; the play guide carries the full target list.
search hoser Opposition Agent
{2}{B} flash creature. You control opponents while they search, and they exile what they find for you to play. Flashed into a fetch land or a tutor, their answer becomes your card.
draw punisher Orcish Bowmasters
{1}{B} flash creature. On enter and on every opponent draw beyond their first each draw step, 1 damage anywhere, then amass Orcs 1. Flashed at a big draw spell, every card costs the caster.

How the deck closes

Two disclosed loops in LIVE, three in COMPLETE, plus a fair endgame. The tutors find the pieces; the play guide walks the assembly. What the pod needs to know:

1. Nest plus Earthcraft. Squirrel Nest on a basic land, Earthcraft untaps that basic for every new Squirrel, and the whole line is activated abilities, so it runs at instant speed. Lethal on the spot with a drain out.

2. The Altar loop. Chatterfang plus Pitiless Plunderer plus Ashnod’s Altar or Phyrexian Altar plus any drain. Each sacrifice returns the Squirrel it spent, banks a Treasure, and puts a death trigger on the stack, so it drains the table while the mana piles up. Announced as a shortcut with a named number of iterations, never ground out one Squirrel at a time.

3. The Yawgmoth line. Yawgmoth, Thran Physician plus Pitiless Plunderer plus Chatterfang is infinite draw, the 1 life per activation covered by any lifegain drain, and lethal through the death triggers. This one only exists once the COMPLETE upgrade is sleeved.

The fair closes. Green Sun’s Zenith or Natural Order into Craterhoof Behemoth, then Triumph of the Hordes over the team, or Biorhythm over the widest board. No loop required.

If they ask

How many Game Changers?
Ten, in both configurations. They all get named at rule-zeroRule-zero is the pre-game conversation about deck power, combos, and table expectations. on request, and the slot-by-slot readout is the section above. The two-card COMPLETE swap adds a third infinite, not another Game Changer.
Any infinite combos?
Two right now, three once COMPLETE is in. All are named in the pregame and walked in the closes section; none get slow-played. Each stops to ordinary removal: the Altar and Yawgmoth loops run through creatures and an artifact, and the Nest line dies to either enchantment being answered.
How fast?
Attempts from around turn five. Tutor on four, attempt on five behind the flash interaction. Attempts, not guarantees: the table sees the tutor and gets a full round to answer.
What is the difference between the two?
Two cards. LIVE runs Haywire Mite and Honored Dreyleader; COMPLETE trades those for Yawgmoth, Thran Physician and Nuka-Cola Vending Machine, which is what adds the third infinite. Ten Game Changers, a 97-card shared core, and 100 cards total either way.
Can you play something lower?
Yes, and the offer is real. These are both Bracket 4 builds, so dialing this deck down is not the move; instead I have lower-bracket decks on hand and I am glad to sleeve one of those if the table would rather.
Why Bracket 4 and not lower?
Ten Game Changers and two infinites is not a lower list. The declaration is the point: the deck names its power before the shuffle and attempts when it said it would.
09 // Glossary

MTG terms that show up above.

Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 3 caps at 3. Bracket 4 has no published cap, but running more than a few flags more attention at the table.
Bracket
The published power-tier system for Commander: 1 (precon), 2 (casual), 3 (upgraded/standard), 4 (high-power), 5 (cEDH).
Voltron
The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
Commander damage
Damage from a commander tracks per-source. 21 commander damage from one source kills the dealt-to player regardless of life total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An activated ability on an Equipment card. Pay the equip cost, attach to a creature you control. Sorcery speed only.
Attach
The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
Free equip
Attaching an equipment without paying its printed equip cost. Common enablers include ETB-attach clauses on the equipment itself, Sigarda's Aid (instant-speed attach), Puresteel Paladin under metalcraft, and 'whenever this enters' triggers on equipment-themed commanders.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
Phased-out permanents are treated as though they don't exist until their controller's next untap step. They aren't destroyed, exiled, returned, or stolen. A common protection effect.
Cascade
When you cast a card with cascade, exile from the top of your library until you exile a non-land with a lesser mana value, then cast it for free.
Affinity
A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
Modified
A creature is modified if it has counters on it, or has an equipment or aura you control attached to it. Some payoffs scale off the modified condition.
Vigilance
A creature with vigilance doesn't tap when it attacks. Common in white. Often granted by static effects (Brave the Sands) or equipment (Shadowspear).
Lifelink
Damage dealt by a creature with lifelink also causes its controller to gain that much life. Common in white and black. Often granted by Shadowspear, Vampiric Link, and similar.
Mindslaver
A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
Metalcraft
A Mirrodin-block keyword that activates when you control three or more artifacts. Metalcraft cards typically grow stronger or gain abilities while the condition is on.
Impulse draw
Exile cards from the top of your library, then you may play them this turn (sometimes longer). At higher power levels, mass impulse effects double as burst card advantage and mana.
Mulligan
Shuffle your hand back, draw 7 again. Standard EDH mulligan: each successive mull, put one card on the bottom at the end of the process (the 'London' mulligan).
Mana Vault
One-mana artifact that taps for three colorless. Does not untap on your untap step. You may pay {4} during your upkeep to untap it; if you skip the payment, it deals 1 damage to you at the beginning of your draw step. The cost-vs-damage math: take 1 to keep mana, pay 4 to keep the artifact live next turn. A legacy fast-mana classic and a Game Changer.
// Other decks
Play guide
Bracket 4 · how to pilot it

Sections 00 to 08: thesis, wincons, opening hand, turn-by-turn, kill math, mistakes, protection, tokens.

Other deck
Cloud, Ex-SOLDIER

Naya equipment-aggro on Cloud, Ex-SOLDIER. Free attach on ETB makes him a built-in voltron. Three brackets: B2 swords-and-Skullclamp, B3 with Smothering Tithe and Jeska's Will, B4 leans on Mana Vault for T2 Cloud.

Other deck
The Second Doctor

How Civil of You, an Esper group-draw drain deck led by The Second Doctor and Clara Oswald. Bracket 4. Everyone draws, everyone bleeds, closing with infinite drain, Peer plus Wound Reflection, or a Thassa's Oracle deck-out.

Other deck
Karlov of the Ghost Council

Orzhov lifegain that turns into drain. Heliod-Ballista and Sanguine-Exquisite as the disclosed infinites, Aetherflux as the storm backup, thirteen Game Changers in the 99. Bracket 4 only.

Other deck
Zuko, Redeemed

Selesnya go-wide tokens on Zuko, Redeemed, the Avatar: The Last Airbender print of Rhys the Redeemed, running the full 20 Hare Apparent with token doublers and anthems for one wide, lethal swing. Bracket 4: four Game Changers (Mana Vault, Teferi's Protection, The One Ring, and Mayor Tong of Chin Village, the Avatar print of Drannith Magistrate) plus a disclosed backup Karmic Guide loop. A reversible two-card swap drops it to a high Bracket 3.

Other deck
Dogmeat, Ever Loyal

Fallout precon dialed up. Dogmeat fetches a Junk token off every creature ETB, then the Junk pile feeds Dogmeat back into voltron commander damage. Bracket 3.

Other deck
Tergrid, God of Fright

Mono-black sacrifice-denial theft. Cheap symmetrical discard taxes the table while the deck ramps, Tergrid turns every sacrifice and discard into permanent theft, and Cabal Coffers plus Urborg funds a lethal Torment of Hailfire. Bracket 4 on two counts: mass land denial in the 99, and nine Game Changers including the commander.

Other deck
Witherbloom, the Balancer

Golgari aristocrats with a counters subtheme and a lifegain-drain core. Yawgmoth plus Mikaeus turns the sacrifice grind into an infinite drain, with The One Ring for cover. Bracket 4 on consistency rather than count: three Game Changers, exactly the Bracket 3 cap, but two tutorable infinite combos with Mikaeus in both.

Reference
Full deck list

All 100 cards with the sideboard and the bracket toggle.