AGE OF DREAD A 100-CARD COMMANDER DECK BUILT ENTIRELY FROM DOOM: THE DARK AGES · deck library · full set

Commander: The Slayer, Unchained ({R}{G}{W})  ·  62 nonland + 37 lands + commander = 100  ·  colour pips {W} 16 · {R} 25 · {G} 20
Plan: hold the line until the line becomes a hammer. The Slayer throws his shield saw whether attacking or blocking, the Sentinel phalanx grows under King Novik, and the top of the curve is an Atlan, a dragon, and a prince of Hell. Age of Dread turns every big body into a siege engine.
Singleton except basics. Bracket 2 (Core).
00
14
216
320
410
58
62
7+2

Commander

The Slayer, Unchained{2}{R}{G}{W}
The Slayer, Unchained
Legendary Creature — Human Knight

First strike, vigilance, ward {1}

Whenever The Slayer, Unchained attacks, it deals 2 damage to target creature defending player controls.

Parry — Whenever The Slayer, Unchained blocks, it deals 2 damage to target attacking creature.

They kept him in chains between battles, and even the chains were relieved.
5/5
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Creatures 22

Dread Imp{1}{R}
Dread Imp
Creature — Demon

Haste

When Dread Imp enters, it deals 1 damage to any target.

Older, leaner, and armored in scab.
2/1
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Holt Acolyte{1}{G}
Holt Acolyte
Creature — Human Druid

{T}: Add {G}.

The Wraiths lend, through patient hands.
1/1
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Holt Scout{1}{G}
Holt Scout
Creature — Human Scout

When Holt Scout enters, draw a card.

News in Argent D'Nur travels at a gallop.
1/1
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Night Sentinel{1}{W}
Night Sentinel
Creature — Human Knight

First strike

Parry — Whenever Night Sentinel blocks, it gets +1/+2 until end of turn.

Argent D'Nur does not surrender. It rotates the watch.
2/2
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Sentinel Outrider{1}{G}
Sentinel Outrider
Creature — Human Knight

Vigilance

Parry — Whenever Sentinel Outrider blocks, it gets +2/+2 until end of turn.

The wild marches between fortresses are patrolled at a gallop.
2/2
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Komodo Lancer{2}{G}
Komodo Lancer
Creature — Human Knight

Trample

Whenever Komodo Lancer attacks, it gets +2/+0 until end of turn.

Stirrups of bone, saddle of scale, rider of iron.
3/2
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Mechanized Ballista{3}
Mechanized Ballista
Artifact Creature — Construct

Defender, reach

Whenever a creature an opponent controls attacks, Mechanized Ballista deals 1 damage to that creature.

{T}: Mechanized Ballista deals 1 damage to any target.

It holds the wall so the wall can hold everything else.
0/4
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Sentinel Shieldwall{2}{W}
Sentinel Shieldwall
Creature — Human Knight

Vigilance

Sentinel Shieldwall can block an additional creature each combat.

Parry — Whenever Sentinel Shieldwall blocks, put a +1/+1 counter on Sentinel Shieldwall.

The line is a weapon with forty hearts.
2/4
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Dread Arachnotron{3}{R}
Dread Arachnotron
Creature — Demon Spider

Reach

{T}: Dread Arachnotron deals 1 damage to any target.

A ballista with a brain and a grudge.
3/3
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Dread Knight of Hell{3}{R}
Dread Knight of Hell
Creature — Demon Knight

Trample

Dread Knight of Hell attacks each combat if able.

It learned siegecraft the way everything in Hell learns: by being besieged.
4/3
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Hellbeast of the Moors{3}{G}
Hellbeast of the Moors
Creature — Demon Beast

Trample

The moors keep their own bestiary, and it is not peer-reviewed.
4/4
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Hybrid Cacodemon{3}{R}
Hybrid Cacodemon
Creature — Demon

Flying

When Hybrid Cacodemon enters, it deals 2 damage to target creature an opponent controls. (The new mouth spits farther.)

Something old crossed with something worse.
2/4
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King Novik{2}{W}{W}
King Novik
Legendary Creature — Human Knight Noble

Other Knight creatures you control get +1/+1.

When King Novik dies, create two 2/2 white Human Knight creature tokens with first strike. (The kings of Argent D'Nur do not leave the field empty.)

The Sentinels kneel to no one who has not bled beside them.
3/3
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Moor Oracle{3}{G}
Moor Oracle
Creature — Human Druid

When Moor Oracle enters, draw a card and you gain 2 life.

She reads campaigns in the bones of older ones.
2/3
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Siege Revenant{2}{R}{R}
Siege Revenant
Creature — Demon Skeleton

Haste

Whenever Siege Revenant attacks, it deals 2 damage to any target. (Its launchers were forged, not grown.)

Grief in wrought iron.
3/2
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Agaddon Hunter{4}{R}
Agaddon Hunter
Creature — Demon

Menace

Whenever Agaddon Hunter attacks, it deals 1 damage to each creature defending player controls. (The pack hunts through walls.)

The great hunters of Agaddon, before their extinction had a schedule.
5/4
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Armored Mancubus{4}{R}
Armored Mancubus
Creature — Demon

Whenever Armored Mancubus attacks, it deals 2 damage divided as you choose among one or two target creatures defending player controls.

Plate mail, for a thing that is mostly plate anyway.
4/5
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Serrat, the Slayer's Dragon{3}{R}{G}
Serrat, the Slayer's Dragon
Legendary Creature — Dragon

Flying

Whenever Serrat, the Slayer's Dragon attacks, it deals 2 damage to target creature defending player controls.

Parry — Whenever Serrat, the Slayer's Dragon blocks, it deals 3 damage to target attacking creature.

A cyborg dragon with a grudge against artillery.
5/4
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Vagary of the Old War{4}{R}
Vagary of the Old War
Legendary Creature — Demon Spider

Menace

When Vagary of the Old War enters, target creature an opponent controls gets -2/-2 until end of turn.

She was ancient when Mars was young.
4/4
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Titanic Sentinel Beast{4}{G}{G}
Titanic Sentinel Beast
Creature — Beast

Trample, reach

Parry — Whenever Titanic Sentinel Beast blocks, creatures you control get +0/+2 until end of turn.

The Sentinels do not tame their beasts. They negotiate.
7/7
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Ironclad Cyberdemon{5}{R}{R}
Ironclad Cyberdemon
Legendary Creature — Demon Cyborg

Trample

Whenever Ironclad Cyberdemon attacks, it deals 3 damage to any target. (The cannon predates gunpowder. It does not care.)

The first of its line, hammered together in the oldest forges of Hell.
8/8
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Prince Ahzrak{5}{R}{R}
Prince Ahzrak
Legendary Creature — Demon Noble

Menace, trample

When Prince Ahzrak enters, each opponent sacrifices a creature of their choice.

Hell sent its prince to break the Sentinels. The Sentinels sent the Slayer back.
7/6
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Equipment 5

Chainshot{2}
Chainshot
Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, tap target creature defending player controls.

Equip {1}

It wraps, it drags, it introduces you.
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Impaler{2}
Impaler
Artifact — Equipment

Equipped creature gets +2/+0 and has first strike.

Whenever equipped creature becomes blocked by a creature, it deals 2 damage to that creature.

Equip {1}

A railspike with ambitions.
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Shield Saw{2}
Shield Saw
Legendary Artifact — Equipment

Equipped creature gets +1/+1 and has ward {1}.

Whenever equipped creature attacks, it deals 1 damage to target creature defending player controls.

Equip {1}

A shield that argues back.
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Ravager{3}
Ravager
Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, put a +1/+1 counter on it.

Equip {2}

Subtlety was invented later.
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Skullcrusher{3}
Skullcrusher
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 1 damage to each of up to two target creatures defending player controls.

Equip {2}

It fires a spray of pulverized bone. Ammunition is self-replenishing.
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Other Artifacts 8

Siege Supplies{2}
Siege Supplies
Artifact

When Siege Supplies enters, draw a card.

{T}: Add {R} or {W}.

Bolts, biscuits, and blessed oil.
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Supply Wagon{2}
Supply Wagon
Artifact

{T}: Add {C}.

{2}, {T}, Sacrifice Supply Wagon: Draw a card.

An army marches on its axles.
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War Ledger{2}
War Ledger
Artifact

{T}, Sacrifice War Ledger: Draw a card.

Every siege is an audit.
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Wraith Crystal{2}
Wraith Crystal
Artifact

{T}: Add {R}, {G}, or {W}.

The Wraiths dream, and the kingdom runs on the dreaming.
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Battle Standard of D'Nur{3}
Battle Standard of D'Nur
Artifact

{T}: Add two mana in any combination of {R}, {G}, and/or {W}.

Where it stands, the kingdom stands.
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Campaign Map{3}
Campaign Map
Artifact

When Campaign Map enters, draw two cards.

The borders move. The ink keeps up.
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Sentinel Forge{3}
Sentinel Forge
Artifact

Equipment spells you cast cost {1} less to cast.

Equip abilities you activate cost {1} less to activate.

{T}: Add {C}.

The anvils of Argent D'Nur ring like church bells.
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Atlan{6}
Atlan
Legendary Artifact — Vehicle

Trample

Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

A god-sized answer to a god-sized problem.
8/8
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Instants & Sorceries 24

Bulwark Rite{W}
Bulwark Rite
Instant

Target creature you control gets +2/+2 until end of turn.

For one breath, the shield is the world.
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Dread Surge{X}{R}
Dread Surge
Sorcery

Dread Surge deals X damage to any target.

The old world's storms carried teeth.
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Rally the Watch{W}
Rally the Watch
Instant

Create a 2/2 white Human Knight creature token with first strike.

One more shield. There is always one more shield.
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Saw Toss{R}
Saw Toss
Instant

Saw Toss deals 2 damage to target creature. Untap target creature you control.

Throw. Shred. Catch. Repeat.
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Forge the Line{1}{G}
Forge the Line
Sorcery

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Argent D'Nur grows fortresses the way fields grow wheat.
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Hold the Bulwark{1}{W}
Hold the Bulwark
Instant

Target creature gets +0/+4 until end of turn. You gain 2 life.

A shield is a promise with a handle.
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Maul the Invaders{1}{G}
Maul the Invaders
Instant

Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control.

Diplomacy, by weight class.
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Shieldmaster's Grace{1}{W}
Shieldmaster's Grace
Instant

Untap target creature you control. It gains indestructible until end of turn.

The saw comes back. So does he.
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Banish the Hellspawn{2}{W}
Banish the Hellspawn
Instant

Exile target attacking creature. Its controller gains 3 life.

The old rites still hold, if the arm holding them does.
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Colossal Charge{2}{G}
Colossal Charge
Instant

Creatures you control get +1/+1 and gain trample until end of turn.

The ground votes with its tremors.
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Dragon Dive{1}{R}{G}
Dragon Dive
Instant

Target creature gets +2/+0 and gains flying until end of turn.

Altitude is a Sentinel privilege.
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Dread Rampage{2}{R}
Dread Rampage
Instant

Target creature gets +3/+0 and gains trample until end of turn.

The Slayer does not flank. He arrives.
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Primeval Vigor{2}{G}
Primeval Vigor
Sorcery

Put two +1/+1 counters on target creature. (The age of dread breeds to scale.)

Everything on this world is still growing.
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Sentinel Muster{2}{W}
Sentinel Muster
Sorcery

Create two 2/2 white Human Knight creature tokens with first strike.

The horns of the Holt call, and the answer is steel.
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Sentinel War Council{1}{G}{W}
Sentinel War Council
Sorcery

Create a 2/2 white Human Knight creature token with first strike. You gain 2 life.

Every seat at the table has a shield hung behind it.
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Siege Volley{2}{R}
Siege Volley
Sorcery

Siege Volley deals 2 damage to each creature your opponents control.

The ballista line speaks once, together.
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Wraith Communion{2}{G}
Wraith Communion
Sorcery

Draw a card. You gain 2 life.

Their dreams are legible, if you kneel long enough.
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Wrath of the Unchained{1}{R}{W}
Wrath of the Unchained
Instant

Target creature you control deals damage equal to its power to target creature you don't control.

They pointed him at the problem and stood well back.
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Break the Gates{3}{R}
Break the Gates
Sorcery

Break the Gates deals 4 damage to target creature an opponent controls. Then Break the Gates deals 2 damage to each other creature that player controls.

Hell builds thick doors. The Sentinels build thicker rams.
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Cannonade{3}{R}
Cannonade
Instant

Cannonade deals 3 damage to any target.

Sentinel artillery corrects heresy at range.
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Wraithstone Bloom{3}{G}
Wraithstone Bloom
Sorcery

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Where the Wraiths sleep, the land remembers how to give.
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Judgment of the Kings{3}{W}{W}
Judgment of the Kings
Sorcery

Judgment of the Kings deals 4 damage to each creature your opponents control.

The Holt's justice starts at the bottom of the ladder.
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Saw Cyclone{3}{R}{R}
Saw Cyclone
Sorcery

Saw Cyclone deals 3 damage to each creature you don't control.

He threw it once. The battlefield reorganized.
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Stampede Call{4}{G}
Stampede Call
Sorcery

Create a 4/4 green Beast creature token with trample.

The moors answer in hoofbeats.
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Enchantments 3

Overgrown Battleground{2}{G}
Overgrown Battleground
Enchantment

At the beginning of your end step, if you control a creature with power 4 or greater, draw a card. (The big ones always find more war.)

Old battlefields sprout new banners.
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Sentinel Standard{2}{W}
Sentinel Standard
Enchantment

Whenever a creature you control with power 4 or greater attacks, you gain 2 life. (The banners rise for the giants.)

A flag the size of a sail, carried like a spear.
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Age of Dread{2}{R}{G}{W}
Age of Dread
Enchantment

Creatures you control get +1/+0.

Whenever a creature you control with power 4 or greater attacks, it gains trample until end of turn.

The chronicles do not call it a dark age because the sun failed.
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Lands 37

Argent D'Nur
Argent D'Nur
Land

Argent D'Nur enters tapped.

{T}: Add {R}, {G}, or {W}.

The homeworld of the Sentinels, wrapped in its rings of war.
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Battlefield of the Old War
Battlefield of the Old War
Land

Battlefield of the Old War enters tapped.

{T}: Add {R} or {G}.

The bones underfoot predate both armies.
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Dragon Roost
Dragon Roost
Land

Dragon Roost enters tapped.

{T}: Add {R} or {G}.

Serrat's perch smells of ozone and charred iron.
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×9
Forest
Forest
Basic Land — Forest
{G}
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Immora
Immora
Land

Immora enters tapped.

{T}: Add {R} or {W}.

When Immora enters, scry 1.

The last city of the enemy, walled in dread.
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×10
Mountain
Mountain
Basic Land — Mountain
{R}
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×10
Plains
Plains
Basic Land — Plains
{W}
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Sentinel Barracks
Sentinel Barracks
Land

Sentinel Barracks enters tapped.

{T}: Add {G} or {W}.

When Sentinel Barracks enters, you gain 1 life.

Rest, in Argent D'Nur, is a tactical maneuver.
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Siegeworks of Hell
Siegeworks of Hell
Land

Siegeworks of Hell enters tapped unless an opponent lost life this turn.

{T}: Add {R} or {G}.

Hell learned trenchcraft from watching mortals die in them.
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The Holt
The Holt
Land

The Holt enters tapped.

{T}: Add {G} or {W}.

The seat of kings, grown rather than built.
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The Proving Grounds
The Proving Grounds
Land

{T}: Add {C}.

{1}, {T}: Add {R}, {G}, or {W}.

Where shields earn their dents.
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