cdub // decks Silverquill, the Disputant
B3
Silverquill, the Disputant · Bracket 3 · Orzhov Casualty voltron

SACRIFICE ONE. copy the spell.

Four-mana Orzhov Elder Dragon. Casualty 1 on every instant and sorcery you cast: sacrifice a creature with power 1 or greater, and the spell gets copied with new targets. Zero Game Changers, no infinite combos. Token producers feed the sac engine, equipment turns Silverquill into a commander-damage clock, and the recursion suite brings the fuel back.

Bracket 3 standard
Game Changers 0 of 3 allowed
Main deck 100
Kill window T7 to T9

Silverquill, the Disputant is {2}{W}{B} for a 4/4 flying vigilance Elder Dragon that gives every instant and sorcery you cast Casualty 1. That means: as you cast the spell, you may sacrifice a creature with power 1 or greater. If you do, the spell gets copied and you choose new targets for the copy. No lifelink, no free copies. Every doubled spell costs you a body. The 99 backs that with token producers (Eager Glyphmage, Rufus Shinra, Harsh Annotation, The Final Days) that hand you fuel, an equipment package (Colossus Hammer, Pre-War Formalwear, Dark Knight's Greatsword) that turns Silverquill into a clock, and a recursion suite (Helping Hand, Zombify, Cheerful Osteomancer, Grave Researcher) that brings the fuel back. Zero Game Changers, no infinite combos, no extra-turn loops. Casual pod legal.

Silverquill, the Disputant is an Orzhov 4-mana Elder Dragon with flying, vigilance, and a static ability that reads: each instant and sorcery you cast has casualty 1. That ability is the whole deck. Cost him at {2}{W}{B}, swing for 4 in the air the turn he lands, and from then on every spell you cast comes with a question: is there a creature you can spare to copy this?

Casualty 1 is not a free copy. It’s an option on cast. When you cast an instant or sorcery, you may sacrifice a creature with power 1 or greater. If you do, a casualty trigger goes on the stack, and when it resolves it copies the original spell and lets you choose new targets for the copy. The copy and the original are both on the stack at that point. The copy resolves first.

The deck is built around making that sacrifice cheap. Token producers like Eager Glyphmage, Rufus Shinra, Harsh Annotation, and The Final Days give you bodies you don’t mind losing. The recursion package (Helping Hand, Zombify, Cheerful Osteomancer, Grave Researcher) loops the fuel back. The equipment kit (Colossus Hammer, Pre-War Formalwear, Dark Knight’s Greatsword) puts a clock on Silverquill himself so the deck wins through commander damage when the spell engine stalls.

You’re not comboing out. There are no infinite loops in this build. You out-pace the table on raw spell value, eat a wrath or two, recur the fuel, and end one player at a time with commander damage.

Wincon 1 Silverquill commander damage

He’s a 4/4 flying vigilance Elder Dragon. Slap Pre-War Formalwear on him for a 6/6 flying vigilance (the Formalwear’s ETB reanimates a MV3-or-less creature first, then attaches; Silverquill at MV4 can’t be the reanimate target, but he gladly wears it once it’s stuck on a smaller body and you re-equip for 3). Dark Knight’s Greatsword adds +3/+0 and the Knight type. Stack both and Silverquill swings as a 9/6 in the air with vigilance: three connections is 27 commander damage, lethal at 21. Spirit Mantle locks him into protection from creatures, so chump blockers stop mattering.

Wincon 2 Two spells, one body

The deck plays roughly two dozen instants and sorceries, most of them targeted removal, recursion, or token-makers. Each one is two spells if you can spare a body to sac. Harsh Annotation copied is two creatures dead, two Inklings given out. Zombify copied is two creatures back from your yard. Sephiroth’s Intervention copied is two kills plus 4 life. The slot tax is sac fuel, which the token suite and the recursion suite both feed.

Wincon 3 Sac payoffs and ground voltron

Sacrificing creatures has more uses than just feeding casualty. Judge Magister Gabranth grows a +1/+1 counter every time another creature or artifact you control dies. Golbez, Clad in Darkness pings each opponent on every death and every graveyard arrival. Hidden Stockpile is the steady fuel engine: {W}{B} enchantment, revolt triggers a 1/1 Servo token each end step when a permanent of yours left the battlefield that turn. Colossus Hammer on a non-flying body (Honormancer, Inkmage, Glyphmage) with a free-equip enabler is a 14-power ground attack. Silverquill with the Hammer loses flying, so save the Hammer for ground beaters and run the suit-and-sword combo on Silverquill himself.

How the casualty copy is actually made

Casualty is an optional additional cost paid as the spell is cast. The full timing walks like this:

  1. Silverquill is on the battlefield, untapped or tapped doesn’t matter, the ability is static.
  2. You announce a cast. Pick a target for the instant or sorcery you’re casting. As you go through the cost-paying steps, you decide whether to take the casualty option.
  3. If you take it, you choose a creature you control with power 1 or greater and sacrifice it as you finish paying costs. That sacrifice puts a casualty trigger on the stack on top of the spell.
  4. The trigger resolves first (last-in-first-out). When it resolves, you create a copy of the spell on the stack. You may choose new targets for the copy at that moment.
  5. The copy resolves first, then the original. They are now two separate spell instances on the stack, with the copy higher up. New-target windows for the copy close once the trigger resolves.

That ordering matters. Removal stacked behind your casualty fires off the copy’s targets before the original, so if an opponent is going to kill your target in response, your copy on a different target still resolves. Reversed example: if someone counters the original, your copy is unaffected because copies are spells but they aren’t cast. Counterspells targeting cast-only effects miss the copy.

The static ability gives every spell casualty 1 regardless of cost, color, or target restriction. Even a {W} cantrip can be copied if you have a body to feed it.

Premium sac targets

Casualty fuel ranks by what you’re paying versus what you gain. A Servo or Inkling token (raw 1/1) costs effectively nothing. Silverquill himself is a terrible sac target. A growing Honormancer is somewhere in between. Aim to spend the cheapest body that’s legal.

Tier 1 (always sac if possible):

Tier 2 (sac if the spell is high-value):

Tier 3 (only sac for game-winning copies):

Premium spells to spend the fuel on, ranked:

Single-target removal in the deck reads as a 2-for-1 the second you have a body to spare. Hold the cast until the second target is on the table unless the one threat kills you next turn.

A note on cards that don’t love the copy:

Snap keep

Ship back

T1 Land plus chip body

Play a basic or untapped dual. There are no 1-drop creatures in this deck. Diary of Dreams at {2} is the earliest engine play, but it costs T2 mana. Use T1 to play a tapped dual if you have one (Forum of Amity, Scoured Barrens, Silverquill Campus) or a basic. Pass.

You need a creature on the board by T3 so casualty has fuel by T4 or T5 when Silverquill lands. Skipping the T1 body means you cast him on T4 into an empty board.
T2 Engine artifact or surveil body

Land two. Play Diary of Dreams to start counting your future spell casts, or Brass Infiniscope for a colorless ramp tap. Owlin Historian ({2}{W}, 2/3 flying with surveil 1 on ETB) is a clean T2 body that fills the yard and chips in the air. Pass and hold up nothing; you don’t have casualty fuel yet.

The deck has no 1-drop creatures. T2 is the earliest deployment turn for the support package: artifact engines, surveil bodies, or a small flyer.
T3 Sac fuel or first equipment

Third land. Cast Imperious Inkmage ({1}{W}{B}, 3/3 vigilance, surveil 2 on ETB), Abigale, Poet Laureate ({1}{W}{B}, 2/3 flyer that becomes prepared on creature casts), or Killian, Decisive Mentor if you need the aura goad and card-draw trigger. Pre-War Formalwear is also a T3 play: equip cost {3} but the ETB reanimates a MV3-or-less creature from your yard and attaches itself. If you’ve been surveilling, the Formalwear is a free body.

By T3 you want a body on the board that becomes casualty fuel on T4. Imperious Inkmage is the ideal T3 play: a 3/3 with vigilance that surveils 2 on ETB, blocks well, and is a power-2 sac target later.
T4 Silverquill resolves

Fourth land. Cast Silverquill, the Disputant for {2}{W}{B}. Attack for 4 in the air if the table allows; he has vigilance so he stays up to block. Second main, if you have a 1- or 2-mana instant or sorcery and a token or small body on the board, fire your first casualty: cast the spell, sac the token, place the copy. The cleanest first cast is Killian’s Confidence ({1}{W}, +2/+0 and draw): copied, two creatures get +2/+0 and you draw two.

Cast him pre-combat for the vigilance attack. He swings for 4 in the air. Second main, you have a casualty option live for any remaining mana.
T5 First real copy turn

Land five. Cast Eager Glyphmage ({3}{W}, 3/3, ETB makes a 1/1 Inkling) and you have an instant sac target. Alternatively, Rufus Shinra plus an attack makes a Darkstar token. Now cast Harsh Annotation with the Inkling on standby: sac the Inkling, copy the spell, two creatures die, two opponents get a 1/1 Inkling back. Swing Silverquill for another 4 if the lane is clear.

By T5 you should have at least one token producer plus a real spell to spend it on. Token plus removal is the bread-and-butter sequence.
T6 Equipment goes online

Equip Pre-War Formalwear to Silverquill (he becomes 6/6 flying vigilance) or land Dark Knight’s Greatsword as a fresh equipment (+3/+0, Knight type, equip cost is “pay 3 life, once per turn”). If you suit Silverquill with both, he’s 9/6 in the air. With Squall Leonhart on board, Aura and Equipment SPELL costs drop by \{1\}: Hammer casts free, Formalwear at \{1\}\{W\}, Greatsword at \{1\}\{B\}, Spirit Mantle at \{W\}. The discount is on the cast, not the equip activation; Hammer still equips for \{8\}. Drop Hidden Stockpile if you have it, or play The Final Days to refill the board with 2/2 Horror tokens for more fuel.

By T6 you want Silverquill carrying at least one equipment. Pre-War Formalwear is the cleanest first piece because the ETB also reanimates a small body, doubling your fuel.
T7 Commander damage swing

Swing Silverquill. With Pre-War Formalwear and Dark Knight’s Greatsword equipped, he’s 9/6 flying vigilance. Use Spirit Mantle or You’re Not Alone as needed to push through. Hold up casualty fuel and a removal spell as protection insurance against pod responses.

Silverquill with both equipment swings for 9 in the air. One unblocked hit puts a player at 9 commander damage. Two swings is 18. The third hit closes the game at 27.
T8 Close, or grind

If the kill is live, take it. If a wipe hit, cast Zombify with a token in play: sac the token, copy the spell, bring back Silverquill and a recursion creature in one cast. Cheerful Osteomancer returns a creature to hand. Postmortem Professor brings himself back if you’ve stocked the yard with instants and sorceries.

By T8 either you're closing on commander damage or you've eaten a wrath and need to recur. The recursion suite is built for the second case.

+ Silverquill base 4/4 flying vigilance

+ Equip Pre-War Formalwear +2/+2 // becomes 6/6 flying vigilance

+ Equip Dark Knight’s Greatsword +3/+0 // becomes 9/6 flying vigilance, gains the Knight type

+ Swing once 9 damage, vigilance keeps him up to block

+ Swing twice 18 commander damage, one swing left for lethal

= 27 commander damage in 3 unblocked swings, kills a player at 21

Solo-strike line. Squall, SeeD Mercenary’s Rough Divide gives any creature attacking ALONE double strike for the turn. Swing Silverquill suited up (9/6 flying vigilance) WITHOUT any other attackers, get double strike for the turn, deal 18 commander damage in one swing. Kills a player in one attack from a 21-life starting point if they take 18 in one hit.

+ Ground voltron line: a non-Silverquill body wears the Hammer

+ Equip Colossus Hammer to a grown creature +10/+10, loses flying

+ Honormancer at 4/5 plus Hammer = 14/15 ground

+ Spirit Mantle equipped protection from creatures, no creature blockers

+ One swing 14 damage, plus Silverquill swinging in the air for another 4

= 18 damage in one combat, kills a 17-or-lower opponent or closes a softened pod

The Hammer line is the backup when Silverquill keeps eating removal. The Hammer strips his flying, so put it on a different body, not on him.

Silverquill himself costs {2}{W}{B}, not {1}{W}{B}. He’s a 4-mana 4/4. The T3 commander plan does not exist in this deck. Plan T4 as his earliest landing.
Casualty 1 requires a creature with power 1 or greater. A 0/X wall token, a Treasure, or a Clue does not count. Tokens with power 1+ count: Inklings, Servos, Spirits, Soldiers, Horror tokens. Read each token’s printed power before you sac.
The copy is not “cast.” Casualty copies skip the casting process. Anything that reads “whenever you cast” does not fire off the copy: no second magecraft, no second storm trigger, no second casualty cascade. The double-effect is the value, not double cast-triggers.
Helping Hand caps at MV3. It cannot recur Silverquill (MV4). Use it on Imperious Inkmage, Abigale, Killian, Stirring Hopesinger, Honorbound Page. For Silverquill, use Zombify, Cheerful Osteomancer (to hand), or recast from the command zone.
Pre-War Formalwear’s ETB reanimates MV3-or-less. It cannot bring Silverquill back. Use it on a small body, then re-equip Silverquill for the {3} equip cost. The Formalwear’s bonus is the free creature attached on ETB, not a Silverquill-targeted reanimate.
Dark Knight’s Greatsword’s equip cost is “pay 3 life,” once per turn, sorcery speed. Not a mana equip. You can only fire it once per turn cycle. Plan around the life cost: if you’re at 12, paying 3 life twice in three turns is a real cost.
Colossus Hammer strips flying. Equipped creature gets +10/+10 and loses flying. Putting the Hammer on Silverquill turns him into a 14/14 ground attacker without trample. Save the Hammer for non-Silverquill bodies; let Silverquill carry the Formalwear and Greatsword combo to stay in the air.
Postmortem Professor recurs himself, nothing else. His attack trigger drains 1. His {1}{B} graveyard activation requires exiling an instant or sorcery from your yard and returns himself to the battlefield. He is not a universal recursion piece; he is a recurring chip body that fuels the casualty plan over multiple turns.
Lucy MacLean copies tokens, not spells. Her Golden Rule triggers when a token enters and lets you give a copy of that token to another player (you draw a card if an opponent ends up with one). She has no interaction with the casualty engine. Don’t expect her to double your spells.
Eager Glyphmage costs {3}{W} and has no magecraft. She is a 4-mana 3/3 with an ETB Inkling. She doesn’t grow on casts and she cannot land on T1 or T2.
Stirring Honormancer is a 4/5 with ETB self-mill (X = creatures you control). Not a magecraft grower. She is a sac-fuel candidate only when the spell is worth it; she’s better kept as a blocker and yard-filler.
Erode lets the destroyed creature’s controller search for a basic land. Two opponents ramping off your double-cast removal is a real cost. Cast Erode when the kill is critical or when the opponent is already mana-flooded.
Indestructible does not stop exile. Masterful Flourish gives indestructible, which blanks Murder and Doom Blade. It does not stop Swords to Plowshares, Path to Exile, Anguished Unmaking, or any “exile target” effect. Read the removal before deciding whether to bluff Flourish or fire it.
Tapped duals on T1 cost you Silverquill on T4. Forum of Amity, Scoured Barrens, Silverquill Campus, and Forsaken Sanctuary all enter tapped. Lead with basics or fastlands on T1 and T2; save the tapped duals for T3 or later when one extra tapped land doesn’t blow up the curve.
World Map fetches a basic land, not a dual. Sacrifice cost: {1}, {T}, sac. The activation is mana-positive only if you’re color-screwed. Don’t sink mana into it thinking you’ll grab Forum of Amity.
  1. Spirit Mantle. {1}{W}, +1/+1 and protection from creatures. The single best protection card in the deck. Blanks combat damage, creature-source removal, and most equipment from opponents. Stick it on Silverquill the turn after he lands.
  2. Masterful Flourish. {B}, instant-speed +1/+0 and indestructible until end of turn. Stops Murder, Doom Blade, damage-based wraths. Does not stop exile. Sac-and-copy it for two creatures protected, or save it cheap and instant for a clutch save.
  3. Pre-War Formalwear. +2/+2 and vigilance. Pushes Silverquill to 6/6, which raises the floor on burn and combat damage even though it doesn’t stop targeted removal.
  4. Killian, Decisive Mentor. Aura payoff that goads on enchantment-enter and draws cards off Aura-attached attackers. Pair with Spirit Mantle so Silverquill is both protected and drawing cards on his swings.
  5. Zombify or recursion. If Silverquill dies, Zombify him back rather than recasting from the command zone. You sidestep commander tax, and casualty comes back online a turn earlier.

Commander tax on Silverquill goes 0, then 2, then 4. After one death he costs {4}{W}{B} (6 mana for a 4/4). After two deaths it’s {6}{W}{B}, which is the budget for an entire turn. Reanimation sidesteps the tax curve, which is why Zombify and Cheerful Osteomancer earn their slots.

If you’re sleeving up before a session, throw these in the deckbox:

09 // Glossary

MTG terms that show up above.

Show MTG terms (20)
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 3 allows up to 3. Bracket 4 has no published cap but a higher count weights rule-zero conversations.
Bracket
The published power-tier system for Commander: 1 (precon), 2 (casual), 3 (upgraded/standard), 4 (high-power), 5 (cEDH).
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
Damage from a commander tracks per-source. 21 commander damage from one source kills the dealt-to player regardless of life total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An activated ability on an Equipment card. Pay the equip cost, attach to a creature you control. Sorcery speed only.
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 an equipment without paying its printed equip cost. Common enablers include ETB-attach clauses on the equipment itself, Sigarda's Aid (instant-speed attach), Puresteel Paladin under metalcraft, and 'whenever this enters' triggers on equipment-themed commanders.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
Phased-out permanents are treated as though they don't exist until their controller's next untap step. They aren't destroyed, exiled, returned, or stolen. A common protection effect.
Cascade
When you cast a card with cascade, exile from the top of your library until you exile a non-land with a lesser mana value, then cast it for free.
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 counters on it, or has an equipment or aura you control attached to it. Some payoffs scale off the modified condition.
Casualty
An optional additional cost on instants and sorceries. As you cast the spell, you may sacrifice a creature with power equal to or greater than the casualty number. If you do, a triggered ability copies the spell and you may choose new targets for the copy. The copy is placed on the stack above the original, so the copy resolves first.
Vigilance
A creature with vigilance doesn't tap when it attacks. Common in white. Often granted by static effects (Brave the Sands) or equipment (Shadowspear).
Lifelink
Damage dealt by a creature with lifelink also causes its controller to gain that much life. Common in white and black. Often granted by Shadowspear, Vampiric Link, and similar.
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
A Mirrodin-block keyword that activates when you control three or more artifacts. Metalcraft cards typically grow stronger or gain abilities while the condition is on.
Impulse draw
Exile cards from the top of your library, then you may play them this turn (sometimes longer). Strong in red and red-adjacent decks; common examples include Light Up the Stage, Outpost Siege, and Bonecrusher Giant's adventure.
Mulligan
Shuffle your hand back, draw 7 again. Standard EDH mulligan: each successive mull, put one card on the bottom at the end of the process (the 'London' mulligan).
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