Premium−70%Grimm's Fairy Tales — 100-Card Commander Deck
SKU DECK-GRM-100
Jacob and Wilhelm Grimm count to three: the third time each turn something happens, it happens differently, on twenty-nine cards each counting a different event. Wilhelm's Morals only pay out in a turn where something died.
Grimm's Fairy Tales — The Rule of Three
Commanded by the partners Jacob Grimm, the Collector and Wilhelm Grimm, the Teller, this Golgari (black/green) 100-Card Commander Deck plays the 1812 Kinder- und Hausmärchen before anybody softened it. Children are sent into the wood because there is not enough bread, a wolf is filled with river stones, a miller promises away his firstborn. Nobody is rescued by being good. They are rescued by counting, and every tale ends with a lesson. No dwarfs, no mirror, no apple: this is the rest of the book.
- Rule of Three: the third time each turn a given event happens — a card drawn, a creature dying, a spell cast, a creature attacking you — it happens differently. The first two times, nothing changes. The fourth is no better than the first, and every tally resets at end of turn. Nothing is stored or spent; the tale simply happens for the third time. The Three Spinners and Third Time's the Charm bend the count, and they are why the deck has combos at all.
- Moral: an effect printed in plain view that applies only if a creature died this turn — a tale that ends well teaches nothing. Wilhelm gives a Moral to every instant and sorcery you own, so the deck wants a body on the floor before it casts, and The Baking Oven is a free sacrifice outlet on a land.
- The tales: Hansel and Gretel with the Witch of the Bread House, Little Red Cap and the Wolf of the Wood, Rapunzel, Rumpelstiltskin, the Frog King, the four Bremen animals, the Valiant Little Tailor and the Pied Piper of Hamelin.
Why Golgari
Black is the price, always named in advance and always collected: hunger, a bargain with a stranger, a godfather who is Death and perfectly fair about it. Green is the wood and the livestock where every one of these tales takes place. Twenty-nine cards carry a Rule of Three, each counting a different event, seventeen more read it, and twelve carry a Moral.
A complete 100-card Commander deck plus 5 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.
Fan-made proxy — not intended for official tournaments
Grimm's Fairy Tales — 100-Card Commander Deck
Jacob and Wilhelm Grimm count to three: the third time each turn something happens, it happens differently, on twenty-nine cards each counting a different event. Wilhelm's Morals only pay out in a turn where something died.
Quantity
Grimm's Fairy Tales — The Rule of Three
Commanded by the partners Jacob Grimm, the Collector and Wilhelm Grimm, the Teller, this Golgari (black/green) 100-Card Commander Deck plays the 1812 Kinder- und Hausmärchen before anybody softened it. Children are sent into the wood because there is not enough bread, a wolf is filled with river stones, a miller promises away his firstborn. Nobody is rescued by being good. They are rescued by counting, and every tale ends with a lesson. No dwarfs, no mirror, no apple: this is the rest of the book.
- Rule of Three: the third time each turn a given event happens — a card drawn, a creature dying, a spell cast, a creature attacking you — it happens differently. The first two times, nothing changes. The fourth is no better than the first, and every tally resets at end of turn. Nothing is stored or spent; the tale simply happens for the third time. The Three Spinners and Third Time's the Charm bend the count, and they are why the deck has combos at all.
- Moral: an effect printed in plain view that applies only if a creature died this turn — a tale that ends well teaches nothing. Wilhelm gives a Moral to every instant and sorcery you own, so the deck wants a body on the floor before it casts, and The Baking Oven is a free sacrifice outlet on a land.
- The tales: Hansel and Gretel with the Witch of the Bread House, Little Red Cap and the Wolf of the Wood, Rapunzel, Rumpelstiltskin, the Frog King, the four Bremen animals, the Valiant Little Tailor and the Pied Piper of Hamelin.
Why Golgari
Black is the price, always named in advance and always collected: hunger, a bargain with a stranger, a godfather who is Death and perfectly fair about it. Green is the wood and the livestock where every one of these tales takes place. Twenty-nine cards carry a Rule of Three, each counting a different event, seventeen more read it, and twelve carry a Moral.
A complete 100-card Commander deck plus 5 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.
Fan-made proxy — not intended for official tournaments
All 82 Cards in the Grimm's Fairy Tales Deck
Every card is also available individually as a single Magic proxy.
- Jacob Grimm, the Collector
- Wilhelm Grimm, the Teller
- Hansel, Who Marked the Path
- Gretel, Who Pushed
- The Witch of the Bread House
- The Woodcutter Who Went Back Twice
- Crumbs on the Path
- Little Red Cap
- The Wolf of the Wood
- The Third Wolf
- The Huntsman Who Opened the Wolf
- Stones in the Belly
- Rapunzel of the Tower
- Dame Gothel, Who Kept the Tower
- Tears That Gave Back the Sight
- The Braid Let Down
- Rumpelstiltskin
- The Miller's Daughter
- The Spinning Wheel
- The Three Spinners
- The Frog King
- The Golden Ball in the Well
- The Bremen Donkey
- The Bremen Dog
- The Bremen Cat
- The Bremen Rooster
- Four Voices at the Window
- The Robber Bridegroom
- The Valiant Little Tailor
- The Two Giants in the Ravine
- Seven at One Blow
- The Twelve Brothers
- The Six Swans
- The Shirt of Starwort
- The Seven Ravens
- The Goose Girl at the Spring
- Falada, Who Still Spoke
- Conrad and the Hat in the Wind
- Frau Holle
- Godfather Death
- The Devil with the Three Golden Hairs
- The Pied Piper of Hamelin
- The Nixie of the Mill-Pond
- The Fisherman's Wife
- Faithful John
- Jorinde and Joringel
- Puss in Boots
- Iron Hans
- Thumbling, Who Rode in the Ear
- The Elves Who Finished the Shoes
- The Table, the Donkey and the Cudgel
- The Juniper Tree
- Sol Ring
- Arcane Signet
- Golgari Signet
- Talisman of Resilience
- Sylvan Library
- Third Time's the Charm
- Demonic Tutor
- Worldly Tutor
- Assassin's Trophy
- Beast Within
- Toxic Deluge
- Night's Whisper
- Village Rites
- The Gingerbread House
- The Baking Oven
- The Woodcutter's Hut
- The Deep Well
- The Spinning Room
- The Village Road
- Frau Holle's Meadow
- The Mill-Pond
- The Weser Bridge at Hamelin
- The Castle Beyond the Wood
- Swamp
- Forest
- Spun Gold
- Wolf
- Goose
- Spirit
- The Rule of Three and the Moral