Unctus wants a deck that throws away its own cards on purpose for a reward. It also suits a deck that plays cheap creatures and attacks from the first turns.
Mana cost
Blue ()
Power / toughness2 / 4
RarityRare
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Picked for what they do in Unctus's deck. When two cards do the same job, the one with the lower comes first. All of them fit Unctus's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Madness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageLootingDraws and discards in the same breath. Faithless Looting, Frantic Search. It does not gain you cards. It improves the ones you have, and fills your graveyard on purpose, which is exactly what a reanimator card like Animate Dead wants.Open the Looting pageSelf-DiscardDiscards your own cards as a cost or an effect. Filling your own graveyard on purpose is the point: it feeds cards that bring things back, madness and channel abilities, and some cards are worth more there than in hand. Faithless Looting, Boseiju, Who EnduresOpen the Self-Discard pageAggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageArtifact CreaturesCreatures that are also artifacts, like constructs and little flying Thopters, so they count as both. Most are colorless, so they fit in any deck.Open the Artifact Creatures page
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