What Does the Louvre and Your Deck Have in Common?: Fun & Jank Episode 55

In the wake of a real-life €88 million jewel heist at the Louvre, Detective Plum investigates another act of grand larceny — a Grixis control deck built around the Heist mechanic

They got heisted.

Prologue: The Scene of the Crime

Paris! Home to fine art, exquisite cuisine, and now, a truly spectacular screw-up.
Earlier this month, the Louvre confirmed that several priceless crown jewels were stolen in what investigators are calling “a meticulously coordinated operation.” Two suspects have been detained, the gems remain missing, and the museum’s reputation, much like my ladder rank after a long night of jank, has been left in shambles.

Naturally, I took this as inspiration.

Because while the French authorities are busy chasing phantom thieves through the catacombs, I’ve been investigating a different kind of value theft. One that happens every time Estrid’s Invocation copies Triumphant Getaway.

Welcome to Fun & Jank Episode 55 with me, Detective Plum!

The Investigation: Evidence of a Perfect Crime

Our case begins with Estrid’s Invocation. For those unfamiliar, it’s an enchantment that enters the battlefield as a perfect replica of any other enchantment you control. But here’s the real trick – at each upkeep, it can vanish, only to return as a copy of something new.

Think of it as the forger in our heist crew — a master mimic capable of reproducing any enchantment.

Its partner in crime? Triumphant Getaway.

This is the part of the plan where we don the night vision goggles and whisper, “We’re in.”
When Getaway enters, it heists two cards from your opponent’s library. Whenever you cast one of those stolen cards, they lose 2 life and you gain 2. It’s elegant, efficient, and deeply disrespectful.

Now, imagine copying that enchantment every turn.
Each upkeep, another Getaway.
Each turn, another heist.
Each cast, another drain.

We’ve created am international crime syndicate at this point.

Grixis Heist
by _Plum_
Buy on TCGplayer $2116.77
Historic
best of 3
7 mythic
34 rare
12 uncommon
7 common
0
1
2
3
4
5
6+
Creatures (3)
Instants (13)
2
Force Spike
$4.58
3
Counterspell
$8.97
4
Ribald Shanty
$0.00
Sorceries (4)
4
Ponder
$11.96
Lands (23)
1
Island
$0.35
2
Gloomlake Verge
$35.98
2
Riverpyre Verge
$59.98
2
Spirebluff Canal
$14.98
1
Blazemire Verge
$13.99
3
Steam Vents
$47.97
3
Watery Grave
$47.97
3
Blood Crypt
$35.97
4
Starting Town
$55.96
60 Cards
$422.68
Sideboard
1
Meltdown
$0.39
1
Pyroclasm
$0.35
1
Mycelic Ballad
$0.00
1
Disruptor Flute
$3.49
1
Nowhere to Run
$1.29
2
Maddening Hex
$9.98
15 Cards
$43.22

Deck by CanCount210

Suspect Profiles: The Crew

Every great heist needs a team. Here’s our lineup.

The Mastermind — Estrid’s Invocation

Role: The Forger.
Description: An enchantment with an uncanny ability to reproduce anything it sees. Changes disguises every upkeep. Last seen copying Triumphant Getaway.

Estrid is the deck’s brain — the one who can become anyone, or anything, each turn. Each copy of Triumphant Getaway she makes fuels the heist further, doubling our stolen spoils and draining the opposition. She’s not loyal, she’s just addicted to value.


The Job — Triumphant Getaway

Triumphant Getaway/
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Role: The Prize.
Description: Flashes in, steals two cards, vanishes into the night. Each stolen spell drains the mark of two life.

This enchantment is the Louvre job. Estrid’s Invocation just keeps replaying it like a greatest hits reel. We want to establish a loop where Invocation gets to copy this every turn to outgrind the opponent.


The Illusionists — Omen of the Sea, Hymn to the Ages, Ponder, & Roiling Dragonstorm.

Role: The Diversion Team.
Description: Responsible for misdirection, setup, and card manipulation. Seen reshuffling evidence and tampering with topdecks.

This a our card selection and advantage suite. Mainly used to set up the actual heist. Omen is another great target for an early Invocation to copy.


The Enforcer — Momentum Breaker

Role: The Muscle.
Description: Handles threats, controls the crowd, and disposes of unwanted attention.

Momentum Breaker works both sides of the street — edict for aggro, discard for control. Keeps the board relatively clear when looped with Invocation.


The Getaway Driver — Stormchaser’s Talent

Role: Specialist in Exfiltration and Repeat Offenses.
Description: Known for getting everyone out alive, then turning around to rob the same mark again.

With its ability to flash back instants, Stormchaser’s Talent guarantees no lead stays cold. You’ll replay counterspells, removal, and the occasional bluff.. Estrid loves copying this one for repeat business.


🌊 The Inside Man — Lurker in the Deep

Lurker in the Deep/
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Role: Heavy Support / Psychological Warfare.
Description: A massive sea creature that brings its own crew. Operates mostly underwater.

When Estrid starts copying Lurkers, the table shifts from “cute control deck” to “value avalanche.” Every copy replaces itself and adds more inevitability to the board. Its the aquatic equivalent of having multiple getaway plans


The Demolition Crew — Ribald Shanty, Uthgardt Fury

Ribald Shanty/
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Uthgardt Fury/
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Role: The Loud Part of the Plan.
Description: These are your red splash enablers . Full of flash, flair, and a mild disregard for subtlety.

Ribald Shanty ensures consistent early removal. Uthgardt Fury provides the fireworks(the part where the alarms go off and everyone pretends it was intentional).


The Analysts — Counterspell, Force Spike

Role: Security Override / Alarm Suppression.
Description: Quiet professionals. Only ever say “no.”

These cards make sure the plan runs on your time, not theirs. Force Spike handles early interference; Counterspell prevents the guards from flipping the lights back on.


The Logistics Division — Tamiyo, Inquisitive Student

Role: Research and Evidence Disposal.
Description: A student of curiosity, record-keeping, and plausible deniability. Occasionally flips into a value engine.

Tamiyo ensures that, even when things go sideways, you’re still learning, because every failed heist is just rehearsal for the next one.

Timeline

Phase I — Casing the Joint (Turns 1–3)

Before a single card is stolen, we surveil.
The early game is mainly about setting up. You’re securing your mana base, checking the exits, and pretending you’re just another control deck out for a casual evening stroll.

Here, Ponder, Omen of the Sea, and Hymn to the Ages do the reconnaissance work. They map the vault, reveal the security patterns, and make sure Estrid’s arrival will look like an inside job.

Meanwhile, Force Spike and Counterspell serve as your early alarm suppressors. Any intruder, Goblin, Elf, or aspiring Eldrazi, gets quietly escorted out of the museum.

If your opponent gets suspicious, don’t panic. Mulligan like a professional.


Phase II — Cutting the Alarms (Turns 4–6)

The plan activates.

By now, you’ve secured your safehouses — Starting Town, Gloomlake Verge, Riverpyre Verge, and are ready to break in.
You cast Triumphant Getaway. The cameras go dark.

Next upkeep, Estrid’s Invocation copies it.
Another heist begins before the first is finished.

From here, every turn cycle becomes the perfect crime.

  • Each Getaway adds more stolen goods to the vault.
  • Each cast drains your opponent for two life, a small but steady bleed.
  • Each Invocation swap keeps your value fresh and unpredictable.

Momentum Breaker enforces discipline, cleaning up loose witnesses. Stormchaser’s Talent starts rebuying key spells, ensuring every part of the plan stays airtight.

You should have full control of the security systems at this point


Phase III — The Getaway (Turns 7 and Beyond)

This is where art meets crime.

By the late game, your board should resemble a museum’s back room: stacks of copied enchantments, redundant triggers, and one very smug Estrid’s Invocation posing as half of them.

You’ve got Triumphant Getaway looping, Stormchaser’s Talent flashing back Counterspell, and Lurker in the Deep emerging from the basement with “insurance.”

Each turn now drains your opponent further, each upkeep restarts the loop, and eventually, you’ll steal the game.

Just last week, French police arrested two suspects from the real Louvre job trying to leave the country with €88 million in missing jewels.

Guess they didn’t know how sideboard for game two against Law Enforcement.

Case Closed

In the end, both investigations reached their conclusions.

The Louvre’s missing jewels were traced to a pair of over-confident professionals who underestimated French law enforcement. My own suspects, Estrid’s Invocation, Triumphant Getaway, and a band of enchantment-based accomplices all remain at large.

Iroas, God of Victory Art

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_Plum_
_Plum_

Plum is the creator of the Jank Tank.
He started playing at the ripe old age of 12 and immediately fell in love with the infinite possibilities that deck building could lead to.
He truly understands that jank is a mindset, and spends most of his free time brewing and concocting new and exciting deck lists to help inspire and promote creativity within the MTG community.

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