RANGER'S RUN A 100-CARD COMMANDER DECK BUILT ENTIRELY FROM QUAKE: DIMENSION OF THE DOOMED · deck library · full set

Commander: Ranger, Slayer of Shub-Niggurath ({W}{U}{B}{R}{G})  ·  64 nonland + 35 lands + commander = 100  ·  colour pips {W} 9 · {U} 9 · {B} 15 · {R} 19 · {G} 7
Plan: get Ranger out with the four Runes fixing your mana, pick up weapons for free every attack, tutor more on hit. Monsters hold the ground; Quad Damage, Thunderbolt and Quake end games. Four Runes + Shub-Niggurath's Pit is the alternate win.
Singleton except basics. Mission-pack cards (Scourge of Armagon / Dissolution of Eternity) are marked in the decklist. Bracket 2 (Core).
00
19
227
39
49
54
64
7+2

Commander

Ranger, Slayer of Shub-Niggurath{W}{U}{B}{R}{G}
Ranger, Slayer of Shub-Niggurath
Legendary Creature — Human Soldier

First strike, vigilance

Ranger gets +1/+1 for each Rune you control.

Whenever Ranger attacks, you may attach target Equipment you control to it.

Whenever Ranger deals combat damage to a player, you may search your library for an artifact card, reveal it, put it into your hand, then shuffle.

Four runes. Four dimensions. One marine who never stopped moving.
4/4
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Creatures 21

Rotfish{U}
Rotfish
Creature — Fish

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Whenever Rotfish blocks or becomes blocked by a creature, that creature gets -1/-0 until end of turn.

Disgusting little critters who dish it out, but can’t take it.
—Quake manual
1/2
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Rottweiler{R/G}
Rottweiler
Creature — Dog

Rottweiler attacks each combat if able.

Whenever Rottweiler attacks, it gets +1/+0 until end of turn.

Bad, bad doggie! Play dead! — blam! — yipe! Good dog!
—Quake manual
2/1
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Gremlin{1}{B}
Gremlin
Creature — Imp

Whenever Gremlin deals combat damage to a player, gain control of target Equipment that player controls.

Whenever another creature dies, you may pay {B}. If you do, create a token that's a copy of Gremlin.

They travel in packs, steal your weapons, and feast on the bodies of your slain enemies.
—Scourge of Armagon manual
1/1
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Grunt{1}{R}
Grunt
Creature — Human Soldier

When Grunt enters, it deals 1 damage to any target.

Easy to kill, and they tote shotgun shells. It’s like a little Christmas each time you blow a Grunt away!
—Quake manual
2/1
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Knight{1}{W}
Knight
Creature — Human Knight

First strike

Knight gets +1/+0 as long as you control another Knight.

Canned meat. Open ’er up and see if it’s still fresh.
—Quake manual
2/2
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Spawn{1}{B/G}
Spawn
Creature — Ooze

Spawn attacks each combat if able.

When Spawn dies, it deals 2 damage to each creature and each player.

A merrily bouncing blob as dangerous to kill as to ignore. Blech.
—Quake manual
2/1
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Spike Mine{2}
Spike Mine
Artifact Creature — Construct

Flying

Whenever Spike Mine blocks or becomes blocked by a creature, sacrifice Spike Mine. When you do, it deals 4 damage to that creature.

They wander aimlessly through the level and unleash a devastating shower of spikes.
—Activision
0/1
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Mummy{1}{W}{B}
Mummy
Creature — Zombie

Mummy attacks each combat if able.

When Mummy dies, you may pay {W}{B}. If you do, return it to its owner's hand.

A slow yet adamant foe with one thought on his rotting mind: “Brains with Chocolate Sauce.”
—Rogue Entertainment
3/2
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Scrag{2}{U}
Scrag
Creature — Spirit Horror

Flying

Whenever Scrag attacks, it deals 1 damage to target creature defending player controls. (Corrosive spit.)

Floats like a butterfly, stings like a bee. Ugly as hell.
—Quake manual
2/1
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Zombie{2}{B}
Zombie
Creature — Zombie

Zombie can't block.

If a source would deal less than 4 damage to Zombie, prevent that damage. (Only a gib puts it down for good.)

Thou canst not kill that which doth not live. But you can blast it into chunky kibbles.
—Quake manual
2/3
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Death Knight{2}{W}{B}
Death Knight
Creature — Zombie Knight

Menace

Whenever Death Knight attacks, it deals 1 damage to each of up to three target creatures defending player controls.

This particular canned meat tends to open you up instead.
—Quake manual
4/3
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Fiend{2}{R}{G}
Fiend
Creature — Demon Beast

Haste

Fiend can't be blocked by creatures with power 2 or less.

In essence, organic buzzsaws, rife with pummeling power!
—Quake manual
4/3
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Phantom Swordsman{2}{W}{U}
Phantom Swordsman
Creature — Spirit Knight

Flash

First strike

When Phantom Swordsman enters, tap target creature.

Graceful to watch — until they spot you, and your body is shipped off for sausage parts.
—Rogue Entertainment
3/2
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Ogre{3}{R}{R}
Ogre
Creature — Ogre Berserker

Menace

Whenever Ogre attacks, it deals 2 damage to up to one target creature defending player controls.

What’s worse than a cannibal monster eight feet tall? One with a chainsaw. And a sack of grenades.
—Quake manual
4/3
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Vore{3}{B}{B}
Vore
Creature — Spider Horror

Reach

Whenever Vore attacks, it deals 3 damage to target creature defending player controls. (Its pods never miss.)

A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
—Quake manual
3/5
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Wrath{3}{B}{B}
Wrath
Creature — Spirit Horror

Flying

Whenever Wrath attacks, target creature defending player controls gets -2/-2 until end of turn.

Wizards of the underworld, these soulless creatures feel no sorrow for the destruction they unleash.
—Rogue Entertainment
4/3
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Chthon{4}{R}{R}
Chthon
Legendary Creature — Elemental Demon

Defender

Prevent all combat damage that would be dealt to Chthon.

At the beginning of combat on your turn, Chthon deals 3 damage to any target.

Bullets do nothing. Rockets do nothing. Find the switch.
7/7
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Overlord{4}{B}{B}
Overlord
Creature — Demon Wizard

Menace

When Overlord enters, it deals 3 damage to up to two target creatures. (Its bolts track their prey.)

Undead priests devoted to chaos. Jump back into the crib — you’re not ready for this.
—Rogue Entertainment
5/5
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Shambler{4}{G}{G}
Shambler
Creature — Beast

Trample

If a source would deal noncombat damage to Shambler, prevent half that damage, rounded up. (Explosives barely scratch it.)

When Shambler enters, it deals 3 damage to target creature you don't control.

Even other monsters fear him, so expect a clobbering. He shrugs off explosions. Good luck.
—Quake manual
6/6
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Armagon{5}{R}{R}
Armagon
Legendary Creature — Cyborg Demon

Menace, trample

At the beginning of combat on your turn, Armagon deals 2 damage to each creature your opponents control.

Half-biological, half-machine. Better get yourself a lot of ammo.
—Ritual Entertainment
6/6
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Shub-Niggurath{6}{B}{B}
Shub-Niggurath
Legendary Creature — Elder God

This spell costs {1} less to cast for each Rune you control.

Defender

Prevent all damage that would be dealt to Shub-Niggurath.

At the beginning of your upkeep, return target creature card with mana value 4 or less from your graveyard to the battlefield. It gains haste until end of turn.

The Black Goat of the Woods with a Thousand Young.
7/7
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Equipment 11

Axe{1}
Axe
Artifact — Equipment

If Axe is in your opening hand, you may begin the game with it on the battlefield.

Equipped creature gets +1/+0.

Equip {1}

Going toe-to-toe with the uglies in Quake demonstrates all the good sense of a man parachuting into an alligator farm.
—Quake manual
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Nailgun{2}
Nailgun
Artifact — Equipment

Equipped creature has "{T}: This creature deals 1 damage to any target."

Equip {2}

A two-barrel dingus that prickles bad guys with armor-piercing darts, technically termed “nails.”
—Quake manual
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Ring of Shadows{2}
Ring of Shadows
Artifact — Equipment

Equipped creature can't be blocked.

Equip {3}

Renders you almost totally invisible. Only your eyes can be seen.
—Quake manual
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Shotgun{2}
Shotgun
Artifact — Equipment

Equipped creature gets +1/+0.

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

Equip {1}

The basic gun, to which all other guns compare favorably.
—Quake manual
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Double-Barrelled Shotgun{3}
Double-Barrelled Shotgun
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 2 damage to up to one target creature defending player controls.

Equip {2}

Twice the shells, twice the spread, half the argument.
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Grenade Launcher{3}
Grenade Launcher
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature deals combat damage to a creature, it deals 1 damage to each other creature that creature's controller controls.

Equip {2}

Even though I sometimes bounce grenades into myself, this gun’s still my favorite.
—Quake manual
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Mjolnir{3}
Mjolnir
Legendary Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature deals combat damage to a player, Mjolnir deals 2 damage to each creature that player controls.

Equip {2}

Thor’s war hammer. The electrical current can spread from one opponent to the next.
—Scourge of Armagon manual
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Power Shield{3}
Power Shield
Artifact — Equipment

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

Equip {2}

Spikes, fire, and voreballs slide right off.
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Rocket Launcher{4}
Rocket Launcher
Artifact — Equipment

Equipped creature gets +3/+0 and has trample.

Whenever equipped creature attacks, it deals 2 damage to any target and 1 damage to you.

Equip {3}

For when a grenade positively, absolutely, has to be there on time.
—Quake manual
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Super Nailgun{4}
Super Nailgun
Artifact — Equipment

Equipped creature gets +1/+0 and has "{T}: This creature deals 2 damage to any target."

Equip {3}

The great equalizer. Pro: foes drop like flies. Con: eats ammo like popcorn.
—Quake manual
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Thunderbolt{5}
Thunderbolt
Legendary Artifact — Equipment

Equipped creature gets +3/+0.

Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls.

Discharge{T}, Sacrifice Thunderbolt: It deals 5 damage to each creature and each player. Activate only if you control an Island.

Equip {3}

Try it. You’ll like it. Use the same technique as watering your rosebush.
—Quake manual
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Other Artifacts 12

Silver Key{1}
Silver Key
Artifact — Ammo

{1}, {T}, Sacrifice Silver Key: Draw a card.

Every silver door hides something worth the detour.
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Backpack{2}
Backpack
Artifact — Ammo

When Backpack enters, draw a card.

{T}, Sacrifice Backpack: Add two mana in any combination of colors.

Whatever they were carrying, it's yours now.
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Box of Cells{2}
Box of Cells
Artifact — Ammo

{T}: Add {C}.

{T}: Add {U} or {B}. Box of Cells deals 1 damage to you.

Six cells. They hum.
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Box of Nails{2}
Box of Nails
Artifact — Ammo

{T}: Add {C}.

{T}: Add {U} or {G}. Box of Nails deals 1 damage to you.

Twenty-five nails. Don't grab them by the points.
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Box of Rockets{2}
Box of Rockets
Artifact — Ammo

{T}: Add {C}.

{T}: Add {B} or {R}. Box of Rockets deals 1 damage to you.

Five rockets. Hold them away from the lava.
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Box of Shells{2}
Box of Shells
Artifact — Ammo

{T}: Add {C}.

{T}: Add {R} or {W}. Box of Shells deals 1 damage to you.

Twenty shells. Mind the recoil.
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Gold Key{2}
Gold Key
Artifact — Ammo

{T}, Sacrifice Gold Key: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

The gold door is always the way out.
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Rune of Black Magic{2}
Rune of Black Magic
Legendary Artifact — Rune

{T}: Add {B}.

{3}{B}, {T}: Each opponent loses 2 life and you gain 2 life.

Taken from the Realm of Black Magic.
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Rune of Earth Magic{2}
Rune of Earth Magic
Legendary Artifact — Rune

{T}: Add {G}.

{3}{G}, {T}: Put a +1/+1 counter on target creature.

Taken from the Dimension of the Doomed.
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Rune of Elder Magic{2}
Rune of Elder Magic
Legendary Artifact — Rune

{T}: Add {U}.

{3}{U}, {T}: Draw a card.

Taken from the Elder World.
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Rune of Hell Magic{2}
Rune of Hell Magic
Legendary Artifact — Rune

{T}: Add {R}.

{3}{R}, {T}: Rune of Hell Magic deals 2 damage to any target.

Taken from the Netherworld.
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Horn of Conjuring{3}
Horn of Conjuring
Artifact — Ammo

{3}, {T}, Sacrifice Horn of Conjuring: Return target creature card from your graveyard to the battlefield. It gains haste until end of turn.

A random creature is spawned in to protect you. It will fight by your side until it is killed.
—Scourge of Armagon manual
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Instants & Sorceries 16

Dopefish Lives{U}
Dopefish Lives
Instant

Scry 1, then draw a card.

Behind a wall in the Crypt of Decay, grinning. It has always been there.
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Lava Nails{R}
Lava Nails
Instant

Lava Nails deals 2 damage to target creature. Damage dealt this way can't be prevented.

They go through armor. They go through Zombies.
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Noclip{U}
Noclip
Instant

Target creature can't be blocked this turn. Draw a card.

Walls are a suggestion.
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Quake{X}{R}
Quake
Sorcery

Quake deals X damage to each creature without flying and each player.

The Elder God does not need to aim.
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Rocket Jump{R}
Rocket Jump
Instant

Target creature gains flying and haste until end of turn. Rocket Jump deals 1 damage to you.

Aim at your feet. Trust the math.
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Crusher Trap{1}{B}
Crusher Trap
Instant

Destroy target attacking or blocking creature.

The ceiling of the Vaults of Zin has opinions about trespassers.
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Gibbed{1}{B}
Gibbed
Instant

Destroy target creature that was dealt damage this turn.

There is dead, and then there is past the point of getting up.
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God Mode{1}{W}
God Mode
Instant

Target creature gains indestructible until end of turn. If it's legendary, it also gains hexproof until end of turn.

The console blinks. The Shambler's lightning doesn't even tickle.
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Intermission{1}{U}
Intermission
Instant

Scry 2, then draw a card.

Catch your breath. The next gate is already open.
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Into the Lava{1}{R}
Into the Lava
Instant

Into the Lava deals 3 damage to target creature. If that creature would die this turn, exile it instead.

Nothing comes back out.
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Secret Area{1}{G}
Secret Area
Instant

Look at the top four cards of your library. You may reveal an artifact or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

You found a secret area!
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Slipgate{1}{U}
Slipgate
Instant

Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

Step in. Somewhere else, step out.
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Level Complete{2}{U}
Level Complete
Sorcery

Draw two cards. If you control a Rune, draw three cards instead.

Kills: all. Secrets: some. Time: too long.
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Quad Damage{2}{R}{R}
Quad Damage
Instant

Until end of turn, if a source you control would deal damage to a permanent or player, it deals four times that much damage instead.

Magnum upgrade! You now deliver four times the pain!
—Quake manual
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Telefrag{2}{U}{R}
Telefrag
Instant

Exile target creature you control, then return it to the battlefield under its owner's control. Then destroy target creature an opponent controls.

Two bodies cannot occupy the same space. One of them gives.
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Impulse 9{4}{R}{R}
Impulse 9
Sorcery

Search your library for up to four Equipment cards, put them onto the battlefield, then shuffle.

All weapons. All ammo. Admit it — you typed it.
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Enchantments 4

Biosuit{1}{G}
Biosuit
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2.

Prevent all noncombat damage that would be dealt to enchanted creature.

Lets you breathe underwater and swim through slime without harm.
—Quake manual
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Megahealth{1}{W}
Megahealth
Enchantment — Aura

Enchant creature

Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Enchanted creature gets +3/+3.

When Megahealth enters, you gain 3 life.

More than you can hold. It bleeds away a point at a time.
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Nightmare Skill{2}{R}{W}
Nightmare Skill
Enchantment

Creatures you control get +1/+0 and have haste.

Creatures your opponents control attack each combat if able.

Everything is faster. Everything hits harder. You asked for this.
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Pentagram of Protection{2}{W}{W}
Pentagram of Protection
Enchantment

Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Prevent all damage that would be dealt to you and to permanents you control.

Renders you invulnerable. The bad news: it wears off.
—Quake manual, more or less
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Lands 35

Castle of the Damned
Castle of the Damned
Land

Castle of the Damned enters tapped.

{T}: Add {W}.

{3}{W}, {T}: Create a 2/2 white Knight creature token with first strike.

E1M2
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Claustrophobopolis
Claustrophobopolis
Land

Claustrophobopolis enters tapped.

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

DM2
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Dimension of the Doomed
Dimension of the Doomed
Land

Dimension of the Doomed enters tapped unless you control a Rune.

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

Episode 1
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×3
Forest
Forest
Basic Land — Forest
{G}
E4M1: The Sewage System
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Gloom Keep
Gloom Keep
Land

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)

Gloom Keep enters tapped.

{T}: Add {C}.

{T}: You may play the exiled card without paying its mana cost if you control three or more Equipment.

E1M5 — The keep hides six secrets. Most find none.
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Introduction
Introduction
Land

{T}: Add one mana of any color in your commander's color identity.

START — Choose your skill. Choose your episode. Step through.
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×2
Island
Island
Basic Land — Island
{U}
E2M7: The Underearth
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×5
Mountain
Mountain
Basic Land — Mountain
{R}
E3M4: Satan's Dark Delight
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Place of Two Deaths
Place of Two Deaths
Land

Place of Two Deaths enters tapped.

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

DM1
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×3
Plains
Plains
Basic Land — Plains
{W}
E4M2: The Tower of Despair
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Shub-Niggurath's Pit
Shub-Niggurath's Pit
Legendary Land

{T}: Add {B}. Shub-Niggurath's Pit deals 1 damage to you.

At the beginning of your upkeep, if you control four or more Runes, you win the game.

END — Four runes open the gate. One slipgate ends it.
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Slipgate Complex
Slipgate Complex
Land

{T}: Add {C}.

{2}{U}, {T}: Exile target creature you control, then return it to the battlefield under its owner's control.

E1M1 — Where it starts. Where it always starts.
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×3
Swamp
Swamp
Basic Land — Swamp
{B}
E3M3: The Tomb of Terror
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The Abandoned Base
The Abandoned Base
Land

The Abandoned Base enters tapped.

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

DM3
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The Bad Place
The Bad Place
Land

The Bad Place enters tapped.

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

DM4
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The Cistern
The Cistern
Land

The Cistern enters tapped.

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

DM5
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The Dark Zone
The Dark Zone
Land

The Dark Zone enters tapped.

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

DM6
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The Elder World
The Elder World
Land

The Elder World enters tapped unless you control a Rune.

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

Episode 4
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The Grisly Grotto
The Grisly Grotto
Land

The Grisly Grotto enters tapped.

{T}: Add {G}.

{2}{G}, {T}: Target creature gets +2/+2 until end of turn.

E1M4
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The House of Chthon
The House of Chthon
Land

The House of Chthon enters tapped.

{T}: Add {R}.

{2}{R}, {T}, Sacrifice The House of Chthon: It deals 3 damage to any target.

E1M7
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The Necropolis
The Necropolis
Land

The Necropolis enters tapped.

{T}: Add {B}.

{3}{B}, {T}: Return target creature card with mana value 3 or less from your graveyard to your hand.

E1M3
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The Netherworld
The Netherworld
Land

The Netherworld enters tapped unless you control a Rune.

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

Episode 3
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The Realm of Black Magic
The Realm of Black Magic
Land

The Realm of Black Magic enters tapped unless you control a Rune.

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

Episode 2
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Ziggurat Vertigo
Ziggurat Vertigo
Land

Ziggurat Vertigo enters tapped.

{T}: Add {U}.

{2}{U}, {T}: Target creature gains flying until end of turn.

E1M8 — Gravity here is a suggestion.
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