FoilTilt
// Custom deck · Witherbloom, the Balancer Golgari Grind
Bracket
B4
Bracket 4 · Pod notes

RULE ZERO. read this first.

Rule-zero script, five-Game-Changer disclosure, both infinite combos walked through, and the theft this deck actually does. Tergrid, Opposition Agent, Vorinclex mana denial, the four win paths, and the one-card downshift for a Bracket 4 Golgari aristocrats pod.

Guide reviewed List c46d5fc6

Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

01 // Readout

Bracket 4 readout.

Say before shuffling up

Bracket 4 Golgari sacrifice and drain, with five Game Changers and tutors. Yawgmoth, Mikaeus and Putrid Goblin form a repeatable drain engine with a life-refunding payoff and can win with draws pending; Carrion Feeder runs the same Mikaeus and Goblin loop with a payoff, at no life cost and with no draws of its own. Mikaeus and Ballista can repeat deaths with a payoff, and with Carrion Feeder they deal infinite damage. I also run Tergrid theft, Opposition Agent and Vorinclex mana denial. The Vorinclex courtesy swap removes denial but does not lower the bracket. No extra turns. My turn-six-to-nine estimate is untested. I can explain each combo and choose another deck if theft or denial is outside today's agreement.

// Bracket 4 · high-power

decks.foiltilt.com/witherbloom/tournament-4/

Table disclosures

Classification
Bracket 4 (Optimized). Five Game Changers, two compact combos, Vorinclex mana denial, Tergrid turning the table's own sacrifices into my board, and a tutor suite that finds the loops reliably, all disclosed. Five is past the Bracket 3 cap of three on the count alone, and the consistency backs it up: Mikaeus sits in both combos.
Game Changers
5 listed: Mana Vault, Demonic Tutor, The One Ring, Opposition Agent, and Tergrid, God of Fright. Two past the Bracket 3 cap of three, which is why the count alone rules Bracket 3 out.
Infinite combos
Two loops, disclosed at rule zero, and Carrion Feeder slots into both: Yawgmoth, Thran Physician plus Mikaeus, the Unhallowed plus Putrid Goblin (with Cauldron of Essence or Blood Artist as the payoff; The Meathook Massacre refunds no life and cannot fund this loop) is a repeatable drain loop that can win with mandatory draws pending, and Carrion Feeder in Yawgmoth's seat runs the same Mikaeus and Goblin loop at no life cost and with no draws of its own, lethal through Cauldron of Essence, Blood Artist, or The Meathook Massacre while the Feeder takes a +1/+1 counter every pass. Mikaeus plus Walking Ballista loops infinite deaths, lethal through any death payoff and true infinite damage once a counter augment is out: a counter doubler or Pawn of Ulamog alongside Mazirek (The Great Henge also adds a counter, but makes every return draw and bounds that version by the library), and Carrion Feeder makes it true infinite damage with no augment by sacrificing the empty Ballista, so the counter each undying return brings is a spare ping. Both come online mid to late game.
Mass land denial
No land destruction. The closest thing is Braids plus Tergrid: a land an opponent sacrifices is taken rather than destroyed. Vorinclex, Voice of Hunger is mana denial: any land an opponent taps for mana skips its next untap step. Disclosed up front, and the sideboard swap removes the Praetor entirely.
Extra turn spells
None.
Theft and graveyard
Yes, and here is all of it. Tergrid, God of Fright puts any nontoken permanent an opponent sacrifices, or any permanent card they discard, onto the battlefield under my control, and Sheoldred's Edict and Priest of Forgotten Gods are the cards that compel those sacrifices, while Braids, Arisen Nightmare offers the table the choice between matching me and paying 2 life while I draw a card. Opposition Agent takes what an opponent finds while searching their library. The Darkness Crystal exiles opposing nontoken creatures as they die and can later put them onto the battlefield under my control, and Grave Researcher // Reanimate pulls from any graveyard.
Fast mana
Sol Ring (bracket-exempt), Mana Vault (Game Changer), Arcane Signet. No Moxen, no rituals.
Tutors
Five: Demonic Tutor (Game Changer), Dina's Guidance, Emeritus of Woe, Finale of Devastation, and Birthing Pod as a repeatable creature chain.

Pace note. All turn windows are author estimates, not measured results. Distinguish a first elimination from winning the whole table.

Read this before sitting down at a Bracket 4Commander brackets: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. Assess Game Changers, intent, pace and disruptive patterns together. Witherbloom pod. The pregame above is the script you read out loud. The compliance is what to volunteer if asked. The comboA combo is two or more cards that together create an infinite or game-ending loop. walkthroughs below are what you disclose so the table can verify the loops during the game, because this deck has two of them, and announcing both before the first shuffle is the whole point of this page. The other thing to announce before the shuffle is the theft: Tergrid, God of Fright takes what the table gives up, and this deck is built to make the table give things up. Around the loops sits a grindy Golgari aristocrats shell: go wide, grind value as creatures die and counters pile up, drain the whole table, then pivot into a compact kill with The One Ring covering you, the player, through the setup turns and Vorinclex, Voice of Hunger slowing the table’s answers.

Game Changers

Five, and two of them are new. Mana Vault, Demonic Tutor, The One Ring, Opposition Agent, and Tergrid, God of Fright, all five checked against the official February 9, 2026 list on the day the swap shipped. Five is two past the Bracket 3 cap of three, so the count alone rules Bracket 3 out, and Bracket 4 sets no cap at all. The consistency and the Praetor are why the deck sits high inside Bracket 4 rather than at its floor. The last two rows below are the cards tables keep nominating anyway, and neither is on the list: the Massacre tables flinch at, and Vorinclex himself.

GC (Game Changer)
Slot 1 · sorcery tutor Demonic Tutor
{1}{B} sorcery. Search your library for a card, put it directly into hand. The format-defining black tutor. Points at Mikaeus, the Unhallowed when the combo needs its centerpiece, at Finale of Devastation when the endgame wants the alpha strike, or at removal and protection when you are behind. Emeritus of Woe carries the same spell prepared, so the effect shows up twice without spending a second Game Changer slot.
GC (Game Changer)
Slot 2 · fast mana Mana Vault
1 mana, taps for {C}{C}{C}. It does not untap during your untap step; you may pay {4} at your upkeep to untap it, and if it is still tapped at your draw step it deals 1 damage to you (NOT 4). Front-loads the wide board a turn early or jumps straight to a six-mana Mikaeus turn. The only fast mana past Sol Ring and Arcane Signet.
GC (Game Changer)
Slot 3 · protection and draw The One Ring
{4} legendary artifact, indestructible. Cast it and you, the player, gain protection from everything until your next turn: it blanks damage and targeted effects aimed at you on the opponents' turns, covers none of your permanents, and expires as your next turn begins, so it is neither combo cover nor a board-wipe answer. {T} puts a burden counter on it and draws a card for each burden counter; you lose 1 life per counter at your upkeep, chip the drain shell pays straight back. The best card advantage engine in the deck. Disclose the protection window up front.
GC (Game Changer)
Slot 4 · search hate Opposition Agent
{2}{B} 3/2 Human Rogue with flash. You control your opponents while they search their libraries, they exile each card they find, and you may play those cards, spending mana as though it were mana of any color. Held up, it turns a fetchland crack or a resolved tutor into my card: respond to the ability or the spell, because the search happens on resolution. It reads searching only, so shuffles, scrying, surveil and impulse draws are untouched, and it never looks at my own tutors. This is the row that earns the most salt, so it gets said first and it gets said plainly.
GC (Game Changer)
Slot 5 · theft Tergrid, God of Fright
{3}{B}{B} 4/5 menace God, the front face of a modal double-faced card whose back is Tergrid's Lantern; I cast one face or the other, never both, and she never transforms. Whenever an opponent sacrifices a nontoken permanent or discards a permanent card, I may put that card from a graveyard onto the battlefield under my control. Sheoldred's Edict and Priest of Forgotten Gods compel those sacrifices and Braids offers the table the choice, so this is a theft engine, not a corner case. Four limits worth volunteering: it has to be a NONTOKEN permanent, so a spare token is your cheapest out; it has to reach a graveyard, so my own The Darkness Crystal actually turns her off for your creatures; my own sacrifice outlets give her nothing, and dying is not sacrificing, so Toxic Deluge and the Massacre feed her nothing while Windgrace's Judgment, which destroys, feeds her nothing either; and an opposing commander goes to the command zone before her trigger resolves unless its owner chooses to leave it in the graveyard, so plan on never getting one.
Assumed sixth · the Massacre The Meathook Massacre
{X}{B}{B} legendary enchantment, and NOT a Game Changer: it is not on the official list, so it is not one of the five. Listed here because tables keep calling it a Game Changer. On entry each creature gets -X/-X until end of turn, each of your creatures that dies bleeds every opponent 1, and each opposing death gains you 1 life, so it is a scalable wrath, a drain, and a payoff for the Ballista death loop and the Carrion Feeder version of the Goblin loop in one slot; it cannot fund the Yawgmoth loop, because it refunds no life on your own deaths.
Assumed sixth · the Praetor Vorinclex, Voice of Hunger
{6}{G}{G} 7/6 trample, and NOT a Game Changer: checked against the official list (still the February 9, 2026 update) the day he entered the deck and again on every swap since. Every land you tap for mana adds one extra mana of the type it made, and any land an opponent taps for mana skips its next untap step. Ramp on your side, a half-speed table on theirs. He is the closer and the archenemy card, so he is disclosed alongside the combos, and the sideboard's Ezuri's Predation swap removes him for pods that want no mana denial.

How the deck closes

Two infinite loops and two fair lines, in that order. The combos are compact, they come online mid to late game, and both are disclosed at rule zero so the table can see them coming. The tutor suite is why the compliance says Optimized: Demonic Tutor takes any piece to hand, Finale of Devastation puts a creature from library or graveyard straight onto the battlefield with the commander’s affinity effectively paying down X, and Birthing Pod chains creatures up the curve directly into play, each activation itself a death trigger for the payoffs, the chain walking from a Saproling, Pest, Spawn, or Fungus Beast token or a Walking Ballista at mana value zero to Carrion Feeder at one and Putrid Goblin at two, and to Yawgmoth at four and Mikaeus at six, while the Phyrexian pip takes 2 life the shell gains back. Vorinclex, Voice of Hunger is the closer, not a combo piece: one extra mana from every land you tap, and any land an opponent taps for mana skips its next untap step, so the turn he lands the table answers at half speed. Tergrid, God of Fright is not a combo piece either; she is what turns the deck’s end-step squeeze into permanents on my side of the table. The fair lines are what the deck does while it assembles the loops and where it goes when they are answered. Disrupt one and it pivots to the next.

1. Yawgmoth combo drain (repeatable with draws pending). Yawgmoth, Thran Physician plus Mikaeus, the Unhallowed plus Putrid Goblin plus a life-refunding payoff: Cauldron of Essence or Blood Artist. The Goblin is a non-Human Zombie Goblin with persist, so Mikaeus grants it undying on top of the persist, and each death ping-pongs it between the two returns: persist brings it back with a -1/-1 counter, the next death brings it back with a +1/+1 counter from undying, then persist again, and it never stays dead. Yawgmoth is a Human, so he neither gets undying nor needs it. Each sacrifice pays 1 life as a cost, with the mandatory draw ability still on the stack. Start with at least 2 life, resolve the life-refunding drain first and then the return trigger above it, then sacrifice again before the draw resolves. The sequence can kill with every draw pending, even with an empty library; if interrupted, the pending draws remain a risk. The payoffs are not interchangeable: Cauldron of Essence and Blood Artist gain the life back as they drain, so those loops sustain themselves. The Meathook Massacre cannot fund this loop at all: it bleeds every opponent with no refund, because only opposing deaths gain you life and none happen here, so a Meathook-only loop costs you 1 life per pass and requires more than 40 starting life to complete 40 passes safely against three opponents at 40. It is a payoff for the Ballista loop and the Carrion Feeder version below instead, neither of which costs life. Carrion Feeder runs the same loop without Yawgmoth: it sacrifices a creature for no mana, no life, and no tap and puts a +1/+1 counter on itself, so the Goblin ping-pongs exactly as above with nothing to refund and no draw of its own, and Cauldron of Essence, Blood Artist, or the Massacre makes it lethal. Watch for it when Mikaeus is down beside Yawgmoth or Carrion Feeder and a two-mana Goblin keeps coming back.

2. Mikaeus plus Walking Ballista: an infinite death loop, not damage by itself. Ballista is a non-Human Construct, so Mikaeus grants it +1/+1 and undying, meaning it is a 1/1 at zero counters and never dies to state-based actions on its own. The loop requires pointing the last ping at Ballista itself: it dies as a 1/1 with no +1/+1 counters, undying returns it with one, repeat. The bare pair generates infinite deaths, so any death payoff (Blood Artist, Cauldron, Meathook, or Arnyn draining 2 per pass to a single opponent) converts it to infinite drain. It becomes true infinite damage with a counter augment: Doubling Season or The Earth Crystal (two counters per return, one spare ping), The Great Henge (second counter plus a MANDATORY draw per pass, so the loop is library-bounded and must stop before decking), or Pawn of Ulamog with Mazirek (each death makes a Spawn, each Spawn sacrifice triggers Mazirek for a counter on Ballista, one spare ping per death). Carrion Feeder gets there with no counter augment: sacrifice the empty Ballista to it instead of spending the last ping on Ballista itself. It dies with no +1/+1 counters, undying returns it with one, and that counter pings an opponent, so every pass is 1 damage, a death for the payoffs, and a +1/+1 counter on the Feeder, with no life paid and nothing drawn by the loop itself. The bare loop draws no cards. With Moldervine Reclamation, put its draw trigger below the death payoff and undying. Resolve the payoff before undying, then kill the returned Ballista again with the old draw still pending. If Henge is out, its new enter trigger can stay pending too, with the death payoff already resolved. Using Henge’s extra counter for damage instead requires resolving its combined counter-and-draw trigger each pass. Mandatory draw triggers still need handling if the drain sequence is interrupted. Watch for it the turn Mikaeus resolves with a Ballista already on board.

3. Counter burst. Ancient Bronze Dragon deals combat damage to a player, rolls a d20, and puts that many +1/+1 counters on each of up to two target creatures. Ouroboroid batches counters at the start of combat on your turn, putting X counters on each creature you control where X is its own power, itself included, so every batch grows the next one. Doubling Season doubles either pile and The Earth Crystal doubles it again, four times the math, and a pumped Walking Ballista converts the same counters straight into damage. Finale of Devastation at X of 10 or more is the alpha strike: the fetched creature hits play and the whole team gets +X/+X and haste. No loop, just board math the table can read.

4. Grindy drain. If no combo comes together, Cauldron of Essence, Enduring Tenacity, Sheoldred, the Apocalypse, Blood Artist, and The Meathook Massacre bleed the table on every death, every draw, and every point of lifegain while the sacrifice engine grinds value and Mazirek, Kraul Death Priest grows the board off every sacrifice at the table. Braids, Arisen Nightmare squeezes the table at each of your end steps: sacrifice an artifact, creature, enchantment, land, or planeswalker, and each opponent either sacrifices a permanent sharing a card type with it or loses 2 life while you draw a card, tripled at a four-player table, and her own sacrifice feeds Mazirek every time, or the drain payoffs when a creature is the thing you feed her. With Tergrid, God of Fright on the battlefield that choice collapses: the nontoken permanent they give up hits a graveyard and Tergrid puts it onto the battlefield under my control, so matching me costs them the card twice. Phyrexian Arena is the steady draw engine that needs no board, and The Great Henge is the explosive one that does: it costs X less where X is your greatest power, taps for two green mana and 2 life, and every nontoken creature that enters under your control triggers it for a counter and a card. This is the deck’s default posture: the drain is how it gets to the combo turn, and it wins slow games on its own.

The honest read for the table: the deck telegraphs. Mikaeus is the shared centerpiece of both loops, so a resolved Mikaeus is the alarm. Yawgmoth or Carrion Feeder plus Mikaeus on board means the drain loop is one Goblin away. Mikaeus resolving with a Ballista and a death payoff down means the death loop is live, and with a doubler, Pawn of Ulamog alongside Mazirek, or Carrion Feeder it can produce unbounded spare damage; Henge instead adds a mandatory draw limit. Birthing Pod is visible a full turn out: the chain climbs one mana value at a time and costs a creature per step. A wide board plus Ancient Bronze Dragon means the counter math is next. Vorinclex telegraphs hardest of all: eight mana, a 7/6, and every player feels the tapped lands the same turn, so he eats the removal the combo pieces would otherwise take. Tergrid telegraphs too, and she should: once she is down, every Braids end step and every Edict is a permanent changing hands, so the table knows to answer her before they answer the loop. Answer Mikaeus and the deck has to win the long way.

If they ask

How many Game Changers?
Five. Mana Vault, Demonic Tutor, The One Ring, Opposition Agent, and Tergrid, God of Fright, verified against the official February 9, 2026 list. Five is two past the Bracket 3 cap of three, so the count alone rules Bracket 3 out; Bracket 4 sets no cap, and the deck’s consistency and its Praetor are why it sits high in the tier rather than at the floor. The two cards tables keep nominating anyway, The Meathook Massacre and Vorinclex, Voice of Hunger, are both off the official list. Disclose all five at rule-zeroThe pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does., lead with the two that change how the table plays (Opposition Agent takes over their searches, Tergrid takes what they sacrifice), and mention the sideboard while you are at it: Ezuri’s Predation swaps in for Vorinclex when a pod wants the mana denial gone, which leaves the count at five either way.
Any infinite combos?
Yes. Two loops, and you disclose both, Carrion Feeder included. Yawgmoth, Thran Physician plus Mikaeus, the Unhallowed plus Putrid Goblin, with Cauldron of Essence or Blood Artist as the payoff, is a repeatable drain loop that can win with mandatory draws pending: the Goblin ping-pongs between persist and undying returns and never stays dead, every sacrifice pays 1 life and puts a mandatory draw ability on the stack. Start with at least 2 life, resolve the life-refunding drain first and then the return trigger above that ability, then sacrifice again before drawing. The payoff refunds the life, and the table can die with every draw still pending, even with an empty library; interruptions can leave those draws to resolve. The Meathook Massacre cannot fund that loop, it refunds no life, so it pays off the Ballista loop and the Carrion Feeder version instead. Carrion Feeder is a second free outlet for the same Goblin: sacrificing a creature to it costs no mana and no life and draws nothing, so Mikaeus, the Goblin and the Feeder loop infinite deaths, the Feeder takes a +1/+1 counter every pass, and Cauldron of Essence, Blood Artist, or the Massacre makes it lethal. Mikaeus plus Walking Ballista loops infinite deaths: Ballista kills itself with its last ping and undying returns it with one fresh counter, so the bare pair deals no spare damage, the drain payoffs firing on every death do the killing, Arnyn, Deathbloom Botanist fastest of all since the Ballista dies as a 1/1, and a counter augment upgrades the loop to true infinite damage: a counter doubler or Pawn of Ulamog alongside Mazirek (The Great Henge also adds a counter, but makes every return draw and bounds that version by the library), and Carrion Feeder does it with no augment by sacrificing the empty Ballista, so the counter each undying return brings is a spare ping. Both come online mid to late game, both are announced before the game, and both fold to instant-speed interaction on the pieces. The commander is in neither loop: Witherbloom, the Balancer is a cost reducer and a body, and both combos run entirely in the 99.
What's the fastest kill?
Realistically turn 6 to 9. The turn 6 end of the window takes a fast-mana start and a tutor pointed straight at the missing piece: Demonic Tutor to hand, Finale of Devastation straight to the battlefield from library or graveyard, or a Birthing Pod chain walking up the curve into Yawgmoth at four and Mikaeus at six. This is an author estimate, not a proved earliest turn: Mikaeus costs six, but acceleration and tutors can change assembly speed. No multiplayer timing sample has been collected.
Salt level?
High, and disclosure is the whole management plan. The combo kills are announced at rule zero, so nobody is ambushed by the loop. No land destruction and no extra turns, but yes on theft, so lead with it: Tergrid, God of Fright takes any nontoken permanent you sacrifice or any permanent card you discard, and Priest of Forgotten Gods and Sheoldred’s Edict are what make you sacrifice, while Braids, Arisen Nightmare offers you the choice between matching my sacrifice and paying 2 life while I draw a card. Opposition Agent takes what you find while searching. The Darkness Crystal exiles opposing nontoken creatures as they die and can later put them onto the battlefield under my control, and Reanimate pulls from any graveyard. Four moments make tables grumble, and all four get disclosed up front. Opposition Agent is the sharpest of them: held up on their turn, it turns a fetchland or a tutor into my card, so say it before the game rather than at the moment it happens. The One Ring turn is protection from everything for you, the player only, until your next turn while you set up the kill: own it, disclose the window when you disclose the Ring, and be clear it protects none of your permanents. Vorinclex is mana denial: every land an opponent taps for mana skips its next untap step, which reads as exactly the archenemy move it is. And Tergrid turns the table’s own choices against them, which stings more than a removal spell does. Announce all four with the combos. If the pod’s objection is specifically the mana denial, offer the sideboard swap: Ezuri’s Predation takes Vorinclex’s slot and the denial leaves the deck. The sideboard holds nothing that benches Tergrid or Opposition Agent, so say that plainly rather than letting a pod assume it softens them.
Why Bracket 4?
The count, and then the consistency. Five Game Changers is two past the Bracket 3 cap of three, so the list alone already rules Bracket 3 out; Bracket 4 sets no cap, so nothing pushes the deck past it. What puts it high inside the tier is everything pointed at the loops: two compact tutorable infinite combos, Demonic Tutor, Finale of Devastation, and a repeatable Birthing Pod chain that all find the pieces on demand, plus Vorinclex, Voice of Hunger slowing the table’s answers the turn the kill lines up. The sideboard’s one-card swap, Ezuri’s Predation in for Vorinclex, removes the mana denial for pods that lean lower-bracket, but Vorinclex is not a Game Changer, so both combos, the tutor suite, and all five Game Changers stay exactly where they are. The sheet is Bracket 4 in either configuration; the swap is a courtesy, not a relabel.
What if the combo is answered?
The deck shrugs into the fair game. Counter burst through Ancient Bronze Dragon under the doublers, Ouroboroid re-seeding the whole board every combat, or a pumped Walking Ballista keeps killing without a loop, and the grindy drain (Cauldron of Essence, Enduring Tenacity, Sheoldred, the Apocalypse, Blood Artist, The Meathook Massacre) bleeds the table on every death, draw, and point of lifegain while Braids, Arisen Nightmare turns each of your end steps into a table-wide squeeze. The recursion suite (Zombify, Grave Researcher, Volrath’s Stronghold, Cauldron of Essence’s reanimation mode) rebuilds answered pieces, and Zombify has no mana value cap, so a killed Mikaeus comes straight back, Phyrexian Arena and The Great Henge keep the hand full while it rebuilds, and Mikaeus gives any non-Human body that dies without +1/+1 counters a second life. Answering the loop buys a turn, not the game.
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
Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
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
A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
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 without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
Cascade
A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
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 a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
Vigilance
Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
Lifelink
Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
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
An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
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
Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
Drain
A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
Rule-zero
The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
Summoning sickness
A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
Replacement effect
A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
Storm
A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
Mana Vault
A one-mana artifact that taps for three colorless mana and does not untap during your untap step. Its upkeep trigger lets you pay {4} to untap it. Its draw-step trigger deals 1 damage to you if it is still tapped; paying or declining the upkeep cost is not itself the damage condition.
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