L.R.D
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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"[Could I Interest You In Everything? - V6]"},{"insert":"\n(Will be referred to as \"V6\" for short from this point onward.) \n\nV6 was built to answer the question of: \"How much draw is too much draw?\"\nAfter rigorous testing and tinkering over hundreds of games, it consistently does "},{"attributes":{"bold":true},"insert":"exactly"},{"insert":" what I wanted it to do when I first constructed it.\nI.E, a pseudo-hug control deck that aims to mill everyone to death using mass draw and wheels.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[How it Works]"},{"insert":"\n\nIn essence, this deck can be boiled down to a three step process:\n\nBuild a massive hand with symmetrical draw effects ("},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", "},{"insert":{"card-link":"Temple Bell"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ramp and acquire combo pieces while protecting yourself ("},{"insert":{"card-link":"Caged Sun"}},{"insert":", "},{"insert":{"card-link":"High Tide"}},{"insert":", "},{"insert":{"card-link":"Windfall"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Storm off with wheels, milling the whole table to death with either "},{"insert":{"card-link":"Psychic Corrosion"}},{"insert":", "},{"insert":{"card-link":"Teferi's Tutelage"}},{"insert":", "},{"insert":{"card-link":"Sphinx's Tutelage"}},{"insert":", or some combination of the three."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAccomplishing this in practice can sometimes be a complicated process. You have the tools to ensure your own survival, but you need to play smart in order to leverage them properly. Some decks appreciate your draw more than others. Some decks hate your guts (I.E stax, discard, anyone who relies on resource denial.) You must weaponize the former against the latter for as long as possible.\n\nWhen push comes to shove you have 9 board wipes, 9 counterspells, 5 kill spells, and 5 different ways to recur any one of them (these numbers are likely outdated by 2026.)\n\nMost importantly, hide your progress. V6 needs four conditions to be met in order to win the game. These are:\n\nBig mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe fourth condition is inherently hidden, but anyone who knows what you're trying to do is gonna be paying close attention to the first three as it's the best indication as to when V6 is about to burst into a hurricane of mill. \n\nIf you try and storm off too early, you'll fizzle and lose important key pieces, effectively dooming yourself. Are you foolish enough to play Psychic Corrosion on turn 3? That's getting removed, and now you have one less precious win-con. They're in short supply, so you must use them wisely.\n\nOn the other hand if you wait for too long against the wrong deck, there's a chance that they'll accrue too much interaction and you'll end up having to deal with too many counterspells when you're trying to storm. "},{"attributes":{"bold":true},"insert":"This"},{"insert":" is why you need big mana; so you can play your combo pieces, cast wheels, and hopefully have enough mana left to counterspell any interaction all in the same turn.\n\nAnother point is to properly identify what needs protection and what you can allow to be removed. Getting your "},{"insert":{"card-link":"Folio of Fancies"}},{"insert":" destroyed by a Beast Within is "},{"attributes":{"italic":true},"insert":"sad"},{"insert":", but it's also a preferable target compared to any of your key pieces. "},{"attributes":{"bold":true},"insert":"Everything"},{"insert":" in this deck is working to progress your core game-plan, but not all pieces are equal, and absorbing interaction is just another one of the roles that your less important artifacts/enchantments will be serving throughout a game. "},{"insert":{"card-link":"Glasses of Urza"}},{"insert":" is an MVP in this regard. It reveals enemy interaction, allows you to archenemy your opponents by pointing out their own dangerous pieces, and if they want to remove it then that's just one less piece of interaction for you to deal with. It is vastly useful, but it is not a keystone.\n\nAll in all, it boils down to knowing when to reveal your hand. If people know you're a turn away from winning it's gonna be much harder to hold the horde at bay. You wanna defer arch-enemy status for as long as possible, which means choosing your battles carefully.\n\nIf deals can be made, make them. If boards need to be cleared, clear them. If Huw needs his commander removed for the fifth time, "},{"attributes":{"bold":true},"insert":"counter them."},{"insert":"\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Bracket]"},{"insert":"\nBrackets aren't a good measure of power. If brackets are good at anything, it's to signal to other players that you are running certain cards, synergies, or strategies that are often seen as taboo at lower levels of play. If that's how you're using them, then V6 is a solid 2.\n\nHowever, if you're looking for an actual measure of strength, I often play it into decks that can win as early as turn 5, and in those match-ups it still has a disproportionately high winrate. V6 effectively uses stronger decks as a smokescreen, because the table can't deal with you when Lathril is one turn away from winning. Unless they risk taking you out early you effectively become an obnoxious blue tumor that nobody has the time or resources to deal with easily, a boulder that the rest of the table must push up a hill.\n\nTake from all this what you will. I certainly wouldn't play it into anything remotely low-power.\n\n\nThat concludes the general primer. Below you will find notes on specific cards, design choices I made, and a change log. None of it is nearly as important as what I've already explained, so continue at your leisure.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Notes]"},{"insert":"\nThe decision to avoid "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" and other similar cards was an intentional one. They make V6 more lethal, but in the process they also draw aggro just by being in the 99.\n\nWith mill being the only wincon, opponents have a much better idea of how far away you are from winning, which sounds counterintuitive but is often the only thing preventing you from becoming archenemy.\n\nThis is less of a factor if you're playing against randoms who're much more likely to just try and kill you on sight for being group hug anyway. V6 can still win a 1v3, but in this case figuring out a way to squeeze them in might be beneficial for you.\n\n\nGlasses of Urza over "},{"insert":{"card-link":"Telepathy"}},{"insert":" is intentional. Glasses only reveals the cards to "},{"attributes":{"bold":true},"insert":"you"},{"insert":", which makes for less disruptive gameplay and draws less aggro as a result. Information is also currency, and anything of value can be traded in a game of politics.\n\n\nConsider "},{"insert":{"card-link":"Iron Maiden"}},{"insert":" as a counter to unlimited hand-size cards.\n\n\nRemember that you can use "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" not just as interaction, but as a second copy of any of your own spells. Doubling up High Tide or Windfall can be pivotal.\n\n\nThe fetch lands are purely to retrieve "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":".\n\n\n"},{"attributes":{"strike":true},"insert":{"card-link":"Tasha's Hideous Laughter"}},{"attributes":{"strike":true},"insert":" and the several "},{"attributes":{"strike":true},"insert":{"card-link":"Stifle"}},{"attributes":{"strike":true},"insert":" spells exist to counteract restock effects (the cards that re-shuffle themselves when put into a graveyard, I.E. "},{"attributes":{"strike":true},"insert":{"card-link":"Vigor"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Blightsteel Colossus"}},{"attributes":{"strike":true},"insert":", Eldrazi titans, etc.) These cards can also be countered just by making them "},{"attributes":{"strike":true,"italic":true},"insert":"draw"},{"attributes":{"strike":true},"insert":" instead of mill, so V6 naturally has an edge over other mill decks because of this."},{"insert":"\n\n\n"},{"attributes":{"strike":true},"insert":"Be careful of "},{"attributes":{"strike":true},"insert":{"card-link":"Teferi's Ageless Insight"}},{"attributes":{"strike":true},"insert":". Very easy to win the game this way, but also very easy to deck yourself."},{"insert":"\n\nMost of the above spells have been replaced for playgroup reasons. I still think they're important to consider, but it never came up for me personally. In hundreds of games, never once. Graveyard restock in of itself does not function as a counter to this deck, because when you're ready to mill you generally mill entire decks in one go, and symmetrical draw spells are a more elegant solution to the above problem in hindsight.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Changelog]"},{"insert":"\n04/02/2025:\nReplaced "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" with "},{"insert":{"card-link":"Geth's Grimoire"}},{"insert":". Cryptic Command was proving to be slightly too costly to hold mana up for, and Grimoire should've been in the deck from the very beginning. Discarding occurs all the time in a normal game, let alone with Kami accelerating everyone's hand. It also makes "},{"insert":{"card-link":"Windfall"}},{"insert":" draw you 20+ cards which can win games on the spot depending on board state.\n\n\n10/02/2025:\nReplaced "},{"insert":{"card-link":"Spellbook"}},{"insert":" with "},{"insert":{"card-link":"Library of Leng"}},{"insert":". For only 1 mana it gives the same effect, but also allows you to wheel with far more freedom.\n\n\n14/02/2025:\nReplaced "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" with "},{"insert":{"card-link":"Replication Technique"}},{"insert":", mostly for fun. V6 has so much redundancy that you rarely need a tutor, and Replication Technique is just a \"slightly\" worse "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" when you think about it. That'd be terrible in green, but in mono blue it can be premium ramp. Or two extra copies of Maze of Ith.\n\n"},{"insert":{"card-link":"Crystal Chimes"}},{"insert":" is out. It costs 6 mana, is very vulnerable to interaction, and is below rate for what it does. Even in the games where you draw it perfectly on time, it's still poor at saving your ass. It's a card that'll save your life 1 in 10 times in a situation that occurs less than 10% of the time. "},{"attributes":{"strike":true},"insert":"Replaced with "},{"attributes":{"strike":true},"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"attributes":{"strike":true},"insert":", for more ramp, or yet another chance to copy Maze of Ith."},{"insert":"\n\n"},{"attributes":{"strike":true},"insert":"Replaced a basic land with "},{"attributes":{"strike":true},"insert":{"card-link":"Terrain Generator"}},{"attributes":{"strike":true},"insert":". V6 needs a lot of islands to function but this card is island-positive as long as you can use it once. This inclusion is very much subject to change."},{"insert":"\n\n(Thaumatic Compass and Terrain Generator never actually ended up in the deck. TG was replaced with a basic island and I can't remember what compass was replaced with. I am still considering the compass)\n\n\n09/06/2025:\nTo clarify, we're a small casual group who play with proxies sleeved over basic Pokémon energies. If we can agree to ban a card, it goes on the ban list. This was the original stipulation upon which we agreed to allow proxying in the first place, because we wished to avoid power levels escalating to CEDH territory. Bearing this in mind, "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" is out.\n\nAll this means is that if you wish to arbitrarily increase power, go ahead and replace almost any of the currently listed removal options and you're good to go. This same logic applies to "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", and "},{"insert":{"card-link":"Force of Will"}},{"insert":". All of these cards would make V6 an objectively stronger deck.\n\nThe preliminary replacement is "},{"insert":{"card-link":"The Water Crystal"}},{"insert":". V6 needs a critical mass of board wipes in order to ensure that it doesn't just get dog-piled, but I'm hoping that one less is a small enough modification in exchange for such a powerful mill piece.\n\nReplaced "},{"insert":{"card-link":"Aether Gale"}},{"insert":" with "},{"insert":{"card-link":"Season of Weaving"}},{"insert":". The former was mostly in the deck to help deal with pesky artifact/enchantments that weren't hit as hard by my other sweepers, but Season of Weaving does this and more. Being able to copy "},{"insert":{"card-link":"Whirlpool Rider"}},{"insert":" or "},{"insert":{"card-link":"Credit Voucher"}},{"insert":" can be the difference between winning and losing.\n\n\n03/01/2026:\n\nAround this time I finalized a bunch of changes. I don't wish to explain in detail why each individual card was replaced because I'm writing this retroactively, but I will still attempt to explain my includes.\n\n"},{"insert":{"card-link":"Relearn"}},{"insert":" was replaced with "},{"insert":{"card-link":"Said // Done"}},{"insert":", which is a strict upgrade.\n\n"},{"insert":{"card-link":"The Regalia"}},{"insert":" was added because it's sleeper OP.\nFour mana for a rampant grown right now, plus on every subsequent turn, in mono blue.\n\nConsider "},{"insert":{"card-link":"Psychic Spiral"}},{"insert":" as the true replacement for Crystal Chimes. If you have a large graveyard it can serve as a player-removal option, or it can save you from being locked out of your main combo pieces forever. All in all, it's less of a dead card, which was the biggest flaw of what it is functionally replacing.\n\n"},{"insert":{"card-link":"Observed Stasis"}},{"insert":" is excellent burst draw, which is something V6 appreciates. It's also excellent removal, which = deck compaction.\n\n"},{"insert":{"card-link":"Memory Erosion"}},{"insert":" is mostly a removal magnet/bait card. If it stays on the board, I appreciate it. If it gets removed, it's one less enchantment removal spell for me to deal with. Either way, It's 100% worth the value of drawing and casting it.\n\nI shouldn't have to go in depth as to why "},{"insert":{"card-link":"Spellskite"}},{"insert":" is a good include. For anyone to target anything you don't want them to target, they first need to get rid of this guy. This includes your face in the case of something like "},{"insert":{"card-link":"Banefire"}},{"insert":", your permanents in the case of "},{"insert":{"card-link":"Beast Within"}},{"insert":", and even your opponents permanents in the case of auras and pump spells. It won me the very first game after sleeving it.\n\n"},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":" is a very dense interaction piece with excellent value for a single card. Also mega-screws creature storm decks, of which my meta has a few of.\n\n"},{"insert":{"card-link":"Long River's Pull"}},{"insert":" replaced Defabricate. Both are good cards, but I prefer less situation counter spells in general, and I had failed to notice just how efficient LRP was when it first released. I don't care about giving you more draw, because my whole deck is already built around doing that. Defabricate might have to make a return if Eldrazi ever become popular in my pod.\n\n"},{"insert":{"card-link":"Jace's Erasure"}},{"insert":" returns for pretty much the exact same reason as to why Memory Erosion was included. Nice to have, good bait, does work over time, can be potentially lethal if left completely alone.\n\nThis concludes the early January updates I forgot to write down.\n"}]}
(1) Land
(1) Land
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(2) Mana / Ramp
(2) Mana / Ramp
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(3) Hand Size
(3) Hand Size
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(4) Draw / Advantage
(4) Draw / Advantage
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(4) Symmetrical Draw
(4) Symmetrical Draw
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(5) Mill 'N' Kill
(5) Mill 'N' Kill
(CTRL to add secondary)
(5) Wheel 'N' Deal
(5) Wheel 'N' Deal
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(6) Removal
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

(6) Removal
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(6) Sweeper
Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

(6) Sweeper
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(7) Protection
(7) Protection
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(7) Recursion
(7) Recursion
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Maybeboard
Maybeboard
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Recently-Replaced-Board
Recently-Replaced-Board
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Deck Info
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Description
{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"[Could I Interest You In Everything? - V6]"},{"insert":"\n(Will be referred to as \"V6\" for short from this point onward.) \n\nV6 was built to answer the question of: \"How much draw is too much draw?\"\nAfter rigorous testing and tinkering over hundreds of games, it consistently does "},{"attributes":{"bold":true},"insert":"exactly"},{"insert":" what I wanted it to do when I first constructed it.\nI.E, a pseudo-hug control deck that aims to mill everyone to death using mass draw and wheels.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[How it Works]"},{"insert":"\n\nIn essence, this deck can be boiled down to a three step process:\n\nBuild a massive hand with symmetrical draw effects ("},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", "},{"insert":{"card-link":"Temple Bell"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ramp and acquire combo pieces while protecting yourself ("},{"insert":{"card-link":"Caged Sun"}},{"insert":", "},{"insert":{"card-link":"High Tide"}},{"insert":", "},{"insert":{"card-link":"Windfall"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Storm off with wheels, milling the whole table to death with either "},{"insert":{"card-link":"Psychic Corrosion"}},{"insert":", "},{"insert":{"card-link":"Teferi's Tutelage"}},{"insert":", "},{"insert":{"card-link":"Sphinx's Tutelage"}},{"insert":", or some combination of the three."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAccomplishing this in practice can sometimes be a complicated process. You have the tools to ensure your own survival, but you need to play smart in order to leverage them properly. Some decks appreciate your draw more than others. Some decks hate your guts (I.E stax, discard, anyone who relies on resource denial.) You must weaponize the former against the latter for as long as possible.\n\nWhen push comes to shove you have 9 board wipes, 9 counterspells, 5 kill spells, and 5 different ways to recur any one of them (these numbers are likely outdated by 2026.)\n\nMost importantly, hide your progress. V6 needs four conditions to be met in order to win the game. These are:\n\nBig mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe fourth condition is inherently hidden, but anyone who knows what you're trying to do is gonna be paying close attention to the first three as it's the best indication as to when V6 is about to burst into a hurricane of mill. \n\nIf you try and storm off too early, you'll fizzle and lose important key pieces, effectively dooming yourself. Are you foolish enough to play Psychic Corrosion on turn 3? That's getting removed, and now you have one less precious win-con. They're in short supply, so you must use them wisely.\n\nOn the other hand if you wait for too long against the wrong deck, there's a chance that they'll accrue too much interaction and you'll end up having to deal with too many counterspells when you're trying to storm. "},{"attributes":{"bold":true},"insert":"This"},{"insert":" is why you need big mana; so you can play your combo pieces, cast wheels, and hopefully have enough mana left to counterspell any interaction all in the same turn.\n\nAnother point is to properly identify what needs protection and what you can allow to be removed. Getting your "},{"insert":{"card-link":"Folio of Fancies"}},{"insert":" destroyed by a Beast Within is "},{"attributes":{"italic":true},"insert":"sad"},{"insert":", but it's also a preferable target compared to any of your key pieces. "},{"attributes":{"bold":true},"insert":"Everything"},{"insert":" in this deck is working to progress your core game-plan, but not all pieces are equal, and absorbing interaction is just another one of the roles that your less important artifacts/enchantments will be serving throughout a game. "},{"insert":{"card-link":"Glasses of Urza"}},{"insert":" is an MVP in this regard. It reveals enemy interaction, allows you to archenemy your opponents by pointing out their own dangerous pieces, and if they want to remove it then that's just one less piece of interaction for you to deal with. It is vastly useful, but it is not a keystone.\n\nAll in all, it boils down to knowing when to reveal your hand. If people know you're a turn away from winning it's gonna be much harder to hold the horde at bay. You wanna defer arch-enemy status for as long as possible, which means choosing your battles carefully.\n\nIf deals can be made, make them. If boards need to be cleared, clear them. If Huw needs his commander removed for the fifth time, "},{"attributes":{"bold":true},"insert":"counter them."},{"insert":"\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Bracket]"},{"insert":"\nBrackets aren't a good measure of power. If brackets are good at anything, it's to signal to other players that you are running certain cards, synergies, or strategies that are often seen as taboo at lower levels of play. If that's how you're using them, then V6 is a solid 2.\n\nHowever, if you're looking for an actual measure of strength, I often play it into decks that can win as early as turn 5, and in those match-ups it still has a disproportionately high winrate. V6 effectively uses stronger decks as a smokescreen, because the table can't deal with you when Lathril is one turn away from winning. Unless they risk taking you out early you effectively become an obnoxious blue tumor that nobody has the time or resources to deal with easily, a boulder that the rest of the table must push up a hill.\n\nTake from all this what you will. I certainly wouldn't play it into anything remotely low-power.\n\n\nThat concludes the general primer. Below you will find notes on specific cards, design choices I made, and a change log. None of it is nearly as important as what I've already explained, so continue at your leisure.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Notes]"},{"insert":"\nThe decision to avoid "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" and other similar cards was an intentional one. They make V6 more lethal, but in the process they also draw aggro just by being in the 99.\n\nWith mill being the only wincon, opponents have a much better idea of how far away you are from winning, which sounds counterintuitive but is often the only thing preventing you from becoming archenemy.\n\nThis is less of a factor if you're playing against randoms who're much more likely to just try and kill you on sight for being group hug anyway. V6 can still win a 1v3, but in this case figuring out a way to squeeze them in might be beneficial for you.\n\n\nGlasses of Urza over "},{"insert":{"card-link":"Telepathy"}},{"insert":" is intentional. Glasses only reveals the cards to "},{"attributes":{"bold":true},"insert":"you"},{"insert":", which makes for less disruptive gameplay and draws less aggro as a result. Information is also currency, and anything of value can be traded in a game of politics.\n\n\nConsider "},{"insert":{"card-link":"Iron Maiden"}},{"insert":" as a counter to unlimited hand-size cards.\n\n\nRemember that you can use "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" not just as interaction, but as a second copy of any of your own spells. Doubling up High Tide or Windfall can be pivotal.\n\n\nThe fetch lands are purely to retrieve "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":".\n\n\n"},{"attributes":{"strike":true},"insert":{"card-link":"Tasha's Hideous Laughter"}},{"attributes":{"strike":true},"insert":" and the several "},{"attributes":{"strike":true},"insert":{"card-link":"Stifle"}},{"attributes":{"strike":true},"insert":" spells exist to counteract restock effects (the cards that re-shuffle themselves when put into a graveyard, I.E. "},{"attributes":{"strike":true},"insert":{"card-link":"Vigor"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Blightsteel Colossus"}},{"attributes":{"strike":true},"insert":", Eldrazi titans, etc.) These cards can also be countered just by making them "},{"attributes":{"strike":true,"italic":true},"insert":"draw"},{"attributes":{"strike":true},"insert":" instead of mill, so V6 naturally has an edge over other mill decks because of this."},{"insert":"\n\n\n"},{"attributes":{"strike":true},"insert":"Be careful of "},{"attributes":{"strike":true},"insert":{"card-link":"Teferi's Ageless Insight"}},{"attributes":{"strike":true},"insert":". Very easy to win the game this way, but also very easy to deck yourself."},{"insert":"\n\nMost of the above spells have been replaced for playgroup reasons. I still think they're important to consider, but it never came up for me personally. In hundreds of games, never once. Graveyard restock in of itself does not function as a counter to this deck, because when you're ready to mill you generally mill entire decks in one go, and symmetrical draw spells are a more elegant solution to the above problem in hindsight.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Changelog]"},{"insert":"\n04/02/2025:\nReplaced "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" with "},{"insert":{"card-link":"Geth's Grimoire"}},{"insert":". Cryptic Command was proving to be slightly too costly to hold mana up for, and Grimoire should've been in the deck from the very beginning. Discarding occurs all the time in a normal game, let alone with Kami accelerating everyone's hand. It also makes "},{"insert":{"card-link":"Windfall"}},{"insert":" draw you 20+ cards which can win games on the spot depending on board state.\n\n\n10/02/2025:\nReplaced "},{"insert":{"card-link":"Spellbook"}},{"insert":" with "},{"insert":{"card-link":"Library of Leng"}},{"insert":". For only 1 mana it gives the same effect, but also allows you to wheel with far more freedom.\n\n\n14/02/2025:\nReplaced "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" with "},{"insert":{"card-link":"Replication Technique"}},{"insert":", mostly for fun. V6 has so much redundancy that you rarely need a tutor, and Replication Technique is just a \"slightly\" worse "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" when you think about it. That'd be terrible in green, but in mono blue it can be premium ramp. Or two extra copies of Maze of Ith.\n\n"},{"insert":{"card-link":"Crystal Chimes"}},{"insert":" is out. It costs 6 mana, is very vulnerable to interaction, and is below rate for what it does. Even in the games where you draw it perfectly on time, it's still poor at saving your ass. It's a card that'll save your life 1 in 10 times in a situation that occurs less than 10% of the time. "},{"attributes":{"strike":true},"insert":"Replaced with "},{"attributes":{"strike":true},"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"attributes":{"strike":true},"insert":", for more ramp, or yet another chance to copy Maze of Ith."},{"insert":"\n\n"},{"attributes":{"strike":true},"insert":"Replaced a basic land with "},{"attributes":{"strike":true},"insert":{"card-link":"Terrain Generator"}},{"attributes":{"strike":true},"insert":". V6 needs a lot of islands to function but this card is island-positive as long as you can use it once. This inclusion is very much subject to change."},{"insert":"\n\n(Thaumatic Compass and Terrain Generator never actually ended up in the deck. TG was replaced with a basic island and I can't remember what compass was replaced with. I am still considering the compass)\n\n\n09/06/2025:\nTo clarify, we're a small casual group who play with proxies sleeved over basic Pokémon energies. If we can agree to ban a card, it goes on the ban list. This was the original stipulation upon which we agreed to allow proxying in the first place, because we wished to avoid power levels escalating to CEDH territory. Bearing this in mind, "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" is out.\n\nAll this means is that if you wish to arbitrarily increase power, go ahead and replace almost any of the currently listed removal options and you're good to go. This same logic applies to "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", and "},{"insert":{"card-link":"Force of Will"}},{"insert":". All of these cards would make V6 an objectively stronger deck.\n\nThe preliminary replacement is "},{"insert":{"card-link":"The Water Crystal"}},{"insert":". V6 needs a critical mass of board wipes in order to ensure that it doesn't just get dog-piled, but I'm hoping that one less is a small enough modification in exchange for such a powerful mill piece.\n\nReplaced "},{"insert":{"card-link":"Aether Gale"}},{"insert":" with "},{"insert":{"card-link":"Season of Weaving"}},{"insert":". The former was mostly in the deck to help deal with pesky artifact/enchantments that weren't hit as hard by my other sweepers, but Season of Weaving does this and more. Being able to copy "},{"insert":{"card-link":"Whirlpool Rider"}},{"insert":" or "},{"insert":{"card-link":"Credit Voucher"}},{"insert":" can be the difference between winning and losing.\n\n\n03/01/2026:\n\nAround this time I finalized a bunch of changes. I don't wish to explain in detail why each individual card was replaced because I'm writing this retroactively, but I will still attempt to explain my includes.\n\n"},{"insert":{"card-link":"Relearn"}},{"insert":" was replaced with "},{"insert":{"card-link":"Said // Done"}},{"insert":", which is a strict upgrade.\n\n"},{"insert":{"card-link":"The Regalia"}},{"insert":" was added because it's sleeper OP.\nFour mana for a rampant grown right now, plus on every subsequent turn, in mono blue.\n\nConsider "},{"insert":{"card-link":"Psychic Spiral"}},{"insert":" as the true replacement for Crystal Chimes. If you have a large graveyard it can serve as a player-removal option, or it can save you from being locked out of your main combo pieces forever. All in all, it's less of a dead card, which was the biggest flaw of what it is functionally replacing.\n\n"},{"insert":{"card-link":"Observed Stasis"}},{"insert":" is excellent burst draw, which is something V6 appreciates. It's also excellent removal, which = deck compaction.\n\n"},{"insert":{"card-link":"Memory Erosion"}},{"insert":" is mostly a removal magnet/bait card. If it stays on the board, I appreciate it. If it gets removed, it's one less enchantment removal spell for me to deal with. Either way, It's 100% worth the value of drawing and casting it.\n\nI shouldn't have to go in depth as to why "},{"insert":{"card-link":"Spellskite"}},{"insert":" is a good include. For anyone to target anything you don't want them to target, they first need to get rid of this guy. This includes your face in the case of something like "},{"insert":{"card-link":"Banefire"}},{"insert":", your permanents in the case of "},{"insert":{"card-link":"Beast Within"}},{"insert":", and even your opponents permanents in the case of auras and pump spells. It won me the very first game after sleeving it.\n\n"},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":" is a very dense interaction piece with excellent value for a single card. Also mega-screws creature storm decks, of which my meta has a few of.\n\n"},{"insert":{"card-link":"Long River's Pull"}},{"insert":" replaced Defabricate. Both are good cards, but I prefer less situation counter spells in general, and I had failed to notice just how efficient LRP was when it first released. I don't care about giving you more draw, because my whole deck is already built around doing that. Defabricate might have to make a return if Eldrazi ever become popular in my pod.\n\n"},{"insert":{"card-link":"Jace's Erasure"}},{"insert":" returns for pretty much the exact same reason as to why Memory Erosion was included. Nice to have, good bait, does work over time, can be potentially lethal if left completely alone.\n\nThis concludes the early January updates I forgot to write down.\n"}]}






















































































