THE ARGENT HARVEST A 100-CARD COMMANDER DECK BUILT ENTIRELY FROM DOOM ETERNAL: THE MAYKR DIRECTIVE · deck library · full set

Commander: The Khan Maykr ({W}{U})  ·  64 nonland + 35 lands + commander = 100  ·  colour pips {W} 32 · {U} 26
Plan: let the table fight and tax every death into energy. The Khan converts the harvest into an endless choir of drones, Urdak's Toll and the Soul Turbine keep the meters spinning, and the surplus pays for the Divinity Machine, exile judgment, and one very large orbital gun.
Singleton except basics. Covers Doom Eternal and The Ancient Gods. Bracket 2 (Core).
00
13
223
319
417
52
60
7+0

Commander

The Khan Maykr{3}{W}{U}
The Khan Maykr
Legendary Creature — Maykr Noble

Flying, ward {2}

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

Whenever another creature dies, you get {E} (an energy counter).

{1}, Pay {E}: Create a 1/1 white Maykr creature token with flying named Maykr Drone.

For millennia we have survived. Made others sacrifice in the name of our prosperity.
—the Khan Maykr
4/4
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Creatures 23

Ascendant Acolyte{W}
Ascendant Acolyte
Creature — Human Cleric

When Ascendant Acolyte dies, you gain 2 life.

Every rung of Nekravol is a promotion.
1/1
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Argent Shieldbearer{1}{W}
Argent Shieldbearer
Creature — Human Soldier

When Argent Shieldbearer enters, you gain 2 life.

The shield is borrowed. The scars are his.
1/3
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Codex Custodian{1}{U}
Codex Custodian
Creature — Maykr

Flying

When Codex Custodian enters, draw a card, then discard a card.

It curates what mortals are allowed to remember.
1/2
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Deag Nilox, Hell Priest{1}{W}
Deag Nilox, Hell Priest
Legendary Creature — Human Cleric

When Deag Nilox, Hell Priest dies, each opponent loses 2 life.

The first to fall, and the loudest about it.
0/4
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Emissary of the Khan{W}{U}
Emissary of the Khan
Creature — Maykr

Flying

When Emissary of the Khan enters, you get {E} (an energy counter).

Whenever Emissary of the Khan deals combat damage to a player, you get {E}{E} (two energy counters).

Its greeting is an invoice.
2/2
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Gargoyle Skirmisher{1}{U}
Gargoyle Skirmisher
Creature — Demon

Flying

Gargoyle Skirmisher can't block.

Whenever Gargoyle Skirmisher attacks, you get {E} (an energy counter).

The cliffs of Nekravol shed them like flies.
2/1
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Maykr Drone{1}{W}
Maykr Drone
Creature — Maykr

Flying

When Maykr Drone dies, you get {E} (an energy counter).

Its face is a mask. Under the mask, another mask.
1/1
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Prowler{1}{U}
Prowler
Creature — Demon

Flash, menace (It arrives mid-pounce, from a direction that shouldn't exist.)

The teleport flash is the only warning you get.
2/2
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Sentinel Guardian{1}{W}
Sentinel Guardian
Creature — Human Knight

First strike

Whenever Sentinel Guardian blocks, you get {E} (an energy counter).

The order died twice and kept its posture.
2/2
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Argent Scholar{2}{U}
Argent Scholar
Creature — Human Scientist

When Argent Scholar enters, you get {E} (an energy counter).

Grant applications in Urdak are written in watt-hours.
2/2
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Carcass{2}{W}
Carcass
Creature — Demon

Defender, reach

(A wall of sinew that Urdak finds useful.)

The Maykrs do not waste meat.
0/5
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Deag Grav, Hell Priest{2}{W}
Deag Grav, Hell Priest
Legendary Creature — Human Cleric

When Deag Grav, Hell Priest enters, create a 1/1 white Maykr creature token with flying named Maykr Drone.

He held the arena. The arena did not hold the Slayer.
1/3
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Deag Ranak, Hell Priest{2}{W}
Deag Ranak, Hell Priest
Legendary Creature — Human Cleric

When Deag Ranak, Hell Priest enters, you get {E}{E} (two energy counters).

Ascension{2}, Pay {E}{E}{E}: Return target creature card from your graveyard to your hand. Activate only once each turn.

I thought you'd appreciate the sentry I chose.
—Deag Ranak
2/3
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Lattice Skimmer{2}{U}
Lattice Skimmer
Creature — Maykr

Flying, vigilance

Whenever Lattice Skimmer attacks, you get {E} (an energy counter).

It patrols the seams between worlds.
2/1
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Maykr Overseer{2}{U}
Maykr Overseer
Creature — Maykr

Flying

When Maykr Overseer enters, you get {E}{E} (two energy counters).

Ascension{2}, Pay {E}{E}{E}: Draw a card. Activate only once each turn.

It audits the harvest in real time.
2/3
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Whiplash{2}{U}
Whiplash
Creature — Demon

Skulk (This creature can't be blocked by creatures with greater power.)

Whenever Whiplash attacks, you get {E} (an energy counter).

Ascension — Pay {E}{E}: Whiplash gets +2/+0 until end of turn. Activate only once each turn.

It moves like a whip that resents being held.
3/2
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Argent Reaper{2}{W}{U}
Argent Reaper
Creature — Maykr

Flying, lifelink

Ascension{1}, Pay {E}{E}: Put a +1/+1 counter on Argent Reaper. Activate only once each turn.

It harvests gently. The ledgers insist on it.
2/3
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Blood Maykr{3}{W}
Blood Maykr
Creature — Maykr

Flying, first strike, ward {2}

Whenever Blood Maykr attacks, you get {E} (an energy counter).

The judges of Urdak descend on gilded threads.
4/3
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Doom Hunter Sled{4}
Doom Hunter Sled
Artifact Creature — Demon Construct

Haste, ward {2} (The sled soaks the first answer; the rider keeps coming.)

I thought you'd appreciate the sentry I chose — the great Agaddon Hunters.
—Deag Ranak
4/4
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Gladiator of the Blood Arena{3}{W}
Gladiator of the Blood Arena
Legendary Creature — Demon Knight

Whenever Gladiator of the Blood Arena blocks, it gets +2/+0 until end of turn. (The shield watches you with its own eyes.)

Sentinel champion, demon prize.
3/5
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Marauder{2}{U}{U}
Marauder
Legendary Creature — Demon Soldier

Flash, ward {2}

Marauder can block an additional creature each combat. (Attack when the eyes flash green.)

You were never one of us. You were nothing but a usurper, a false idol.
—a Marauder, to the Slayer
4/4
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Maykr Ascendant{3}{U}
Maykr Ascendant
Creature — Maykr

Flying

When Maykr Ascendant enters, return up to one target creature to its owner's hand.

Promotion, in Urdak, displaces someone.
4/4
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The Seraphim{2}{W}{U}
The Seraphim
Legendary Creature — Maykr Scientist

When The Seraphim enters, scry 3, then draw a card. (He has worn many names. He is wearing one now.)

The plan was always longer than any one body.
2/3
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Equipment 2

Meat Hook{2}
Meat Hook
Artifact — Equipment

Equipped creature gets +2/+0 and has menace.

Whenever equipped creature deals combat damage to a creature, you get {E} (an energy counter). You gain 2 life.

Equip {1}

The super shotgun's best argument.
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Sentinel Blade{2}
Sentinel Blade
Artifact — Equipment

Equipped creature gets +2/+1.

Equip {1}

Argent steel, Sentinel temper.
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Other Artifacts 13

Argent Battery{1}
Argent Battery
Artifact

{T}, Sacrifice Argent Battery: You get {E}{E} (two energy counters).

Stored screaming, ready to pour.
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Argent Distillery{2}
Argent Distillery
Artifact

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

{T}, Pay {E}{E}: Add {W}{W} or {U}{U}. (The refined product burns cleaner.)

Sorrow in, sunlight out.
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Celestial Compass{2}
Celestial Compass
Artifact

When Celestial Compass enters, draw a card.

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

It points to the nearest unpaid debt.
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Choir Anchor{2}
Choir Anchor
Artifact

{T}: Add {C}.

{4}, {T}, Sacrifice Choir Anchor: Draw two cards.

It keeps a hymn from drifting between dimensions.
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Harvest Ledger{2}
Harvest Ledger
Artifact

{T}: You get {E} (an energy counter).

Ascension{1}, {T}, Pay {E}{E}{E}: Draw a card.

Every entry is a name that used to answer to it.
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Lattice Node{2}
Lattice Node
Artifact

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

Urdak's power grid has opinions about trespassers.
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Priest's Signet{2}
Priest's Signet
Artifact

When Priest's Signet enters, scry 1.

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

Three were forged. One still answers.
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Wraith Crystal Shard{2}
Wraith Crystal Shard
Artifact

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

{T}, Sacrifice Wraith Crystal Shard: You gain 2 life.

The Wraiths power everything, including regrets.
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Drone Foundry{3}
Drone Foundry
Artifact

{2}, {T}: Create a 1/1 white Maykr creature token with flying named Maykr Drone.

Quality control is a theological position.
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Sentinel Crystal{3}
Sentinel Crystal
Artifact

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

Argent D'Nur's heart, cut and set.
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Soul Turbine{3}
Soul Turbine
Artifact

Whenever a creature dies, you get {E} (an energy counter).

{T}: Add {C}.

Nekravol's chimneys never cool.
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The Divinity Machine{4}
The Divinity Machine
Legendary Artifact

{T}, Pay {E}{E}{E}: Put three +1/+1 counters on target creature you control. It gains flying until end of turn.

It made a god out of a man once. The Maykrs never forgave the precedent.
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The BFG-10000{5}
The BFG-10000
Legendary Artifact

When The BFG-10000 enters, you get {E}{E} (two energy counters).

{T}: You get {E} (an energy counter).

Ascension{2}, {T}, Pay {E}{E}{E}: The BFG-10000 deals 5 damage to target creature.

The UAC drilled a hole through a planet to mount it. Priorities.
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Instants & Sorceries 22

Argent Tithe{W}
Argent Tithe
Instant

You gain 3 life and you get {E} (an energy counter).

The collection plate is a turbine.
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Argent Lance{1}{W}
Argent Lance
Instant

Argent Lance deals 3 damage to target attacking or blocking creature.

A spear of harvested light.
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Argent Transfusion{W}{U}
Argent Transfusion
Instant

You gain 2 life and draw a card.

One soul in, one certainty out.
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Ascend the Unworthy{1}{W}
Ascend the Unworthy
Instant

Exile target tapped creature.

The lattice lifts. The lattice does not return.
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Emergency Choir{1}{W}
Emergency Choir
Instant

Create a 1/1 white Maykr creature token with flying named Maykr Drone.

Replacements arrive mid-hymn.
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Maykr Decree{1}{W}
Maykr Decree
Instant

Exile target attacking creature. Its controller gains 3 life. (Ascension, whether you asked or not.)

The decree arrives mid-lunge.
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Transmit the Directive{1}{U}
Transmit the Directive
Sorcery

Draw a card. You get {E} (an energy counter).

If you control three or more Maykrs, draw a card.

The Khan's word travels the argent lattice faster than doubt.
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Consecrate the Harvest{2}{W}
Consecrate the Harvest
Sorcery

Put a +1/+1 counter on each Maykr you control.

The choir grows louder by the soul.
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Forced Ascension{2}{W}
Forced Ascension
Instant

Exile target creature. Its controller gains 3 life.

Congratulations. You have been selected.
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Halo Strike{2}{W}
Halo Strike
Instant

Destroy target creature with power 4 or greater.

The bigger the soul, the brighter the receipt.
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Judgment of the Khan{1}{W}{U}
Judgment of the Khan
Instant

Exile target creature with power 4 or greater. You get {E} (an energy counter).

Large souls burn longest.
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Recall to Urdak{2}{U}
Recall to Urdak
Instant

Return target creature to its owner's hand. Draw a card. You get {E} (an energy counter).

Ascension in reverse.
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Stasis Bomb{2}{U}
Stasis Bomb
Instant

Tap up to two target creatures. You get {E} (an energy counter).

The ice bomb holds them still. The turbine takes their heat.
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Celestial Judgment{2}{W}{W}
Celestial Judgment
Sorcery

Destroy all creatures with power 4 or greater.

The Khan does not tolerate rivals of scale.
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Dissolution Beam{2}{W}{U}
Dissolution Beam
Sorcery

Exile target creature. You get {E} (an energy counter).

Matter to light, light to the lattice, the lattice to the Khan.
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Drone Choir{3}{W}
Drone Choir
Sorcery

Create three 1/1 white Maykr creature tokens with flying named Maykr Drone.

Urdak sings in perfect, interchangeable voices.
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Excommunicate the Beast{3}{W}
Excommunicate the Beast
Instant

Destroy target attacking or blocking creature.

Urdak's paperwork is lethal when expedited.
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Harvest Analysis{3}{U}
Harvest Analysis
Sorcery

Draw two cards.

Souls per cycle, cycles per epoch, epochs until divinity.
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Judgment Volley{3}{W}
Judgment Volley
Sorcery

Destroy target tapped creature. You gain 2 life.

Rest is heresy.
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Silence the Priests{3}{U}
Silence the Priests
Sorcery

Tap all creatures target opponent controls. You get {E}{E}{E} (three energy counters).

The Hell priests stopped mid-sermon, all three at once.
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Temporal Sink{3}{U}
Temporal Sink
Sorcery

Draw two cards. You get {E}{E} (two energy counters).

Somewhere in Urdak, your next five seconds are in a jar.
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Wrath of the Khan{3}{U}{U}
Wrath of the Khan
Sorcery

Tap all creatures your opponents control. Draw a card. You get {E}{E} (two energy counters).

She raised one hand and the war held its breath.
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Enchantments 4

Doctrine of Ascendance{2}{U}
Doctrine of Ascendance
Enchantment

When Doctrine of Ascendance enters, you get {E}{E} (two energy counters).

At the beginning of your end step, you get {E} (an energy counter).

Heaven runs on a meter.
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Sentinel Oath{2}{W}
Sentinel Oath
Enchantment

Whenever a creature you control with flying attacks, it gets +1/+0 until end of turn. (The old alliance, still binding.)

Night Sentinels swore to the Maykrs before they knew the price.
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Urdak's Toll{2}{W}
Urdak's Toll
Enchantment

Whenever a creature an opponent controls dies, you gain 1 life and you get {E} (an energy counter).

Every soul that falls anywhere falls through Urdak first.
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The Directive{2}{W}{U}
The Directive
Enchantment

Whenever a creature an opponent controls dies, create a 1/1 white Maykr creature token with flying named Maykr Drone. (The harvest restaffs itself.)

Mortal grief is a renewable resource.
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Lands 35

Hebeth
Hebeth
Land

Hebeth enters tapped.

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

The city inside Mars, patient as bedrock.
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×13
Island
Island
Basic Land — Island
{U}
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Nekravol
Nekravol
Land

Nekravol enters tapped unless a creature died this turn.

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

The factory at the end of every soul's commute.
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×12
Plains
Plains
Basic Land — Plains
{W}
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Reclaimed Earth
Reclaimed Earth
Land

Reclaimed Earth enters tapped.

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

The survivors came back up singing.
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Sentinel Prime
Sentinel Prime
Land

Sentinel Prime enters tapped.

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

The arena where kings are judged.
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Shattered Mars
Shattered Mars
Land

Shattered Mars enters tapped.

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

The BFG-10000 filed its objection straight through the crust.
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Super Gore Nest
Super Gore Nest
Land

Super Gore Nest enters tapped.

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

{2}, {T}, Sacrifice Super Gore Nest: You gain 3 life.

Earth's newest landmark, regrettably load-bearing.
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Taras Nabad
Taras Nabad
Land

{T}: Add {C}.

{1}, {T}: Add {W} or {U}.

The old capital drowned standing up.
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The Blood Arena
The Blood Arena
Land

The Blood Arena enters tapped.

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

When The Blood Arena enters, you gain 1 life.

Win, and the crowd of the dead approves.
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The Fortress of Doom
The Fortress of Doom
Land

The Fortress of Doom enters tapped.

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

When The Fortress of Doom enters, scry 1.

One tenant. Extensive armory. Excellent view of everything burning.
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Urdak
Urdak
Land

Urdak enters tapped.

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

{4}, {T}: You get {E} (an energy counter).

Heaven, per the licensing agreement.
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