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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Overview:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Best played in bracket three. This deck plays with a certain feeling of inevitability. As illusions die, ramping extra lands is incredibly beneficial. With additional Minn clones or triggers, this deck stays compact while also being capable of large attacks. Ideally after turn three, you can adopt a certain level of \"draw go\". As the mono blue deck, people play around your potential counter spells longs enough that the games don't necessarily pressure you as much. \n\n"},{"attributes":{"bold":true},"insert":"Ideal play pattern by turns. Assuming land drop for first 4 turns:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Maybe Sol Talisman, Sol Ring, or Wayfarer's Bauble"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Want to have a two CMC rock to play. Not critical but very nice."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Minn. If possible due to ramp, also play a one mana, single card draw spell (Consider, Shadow Rift, Thought Scour, or cycle Lonely Sandbar). If you have brainstorm in hand, hold for later turn as it is easy to bluff one mana counterspells. Be careful with Shadow Rift as well as you illusions can get to be 10+ power in the late game and giving your tokens shadow can make them a one shot kill."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Make sure you have a fourth land drop, even if you have to use a draw spell on your turn. This deck wants a minimum of six mana available to be able to draw on at least two other turns. Making the illusions and playing lands with the death triggers can ramp really well but you don't want to miss these first turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"From turn five on, as long as you have a land drop, a \"draw go\" playstyle can be adopted. This deck really plays around Minn so hold counterspells for protection or your opponents' game winning plays."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Combo:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Omniscience and Psychosis Crawler, the odds that you can churn through your deck while pinging the board to death are high but not technically infinite as an opponent may have more life than you have cards in deck. To solve this, Elixir of Immortality can be used to shuffle your graveyard back into the deck and you can continue to draw. If you need to draw even more, Perilous Research allows you to sacrifice a token and replay the Elixir of Immortality at instant speed. You are also \"putting\" the Elixir of Immortality in with Minn's triggered ability so you can fight through counterspell battles. \n\n"},{"attributes":{"bold":true},"insert":"Easy Upgrades:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Free counterspells. This deck was made for a bracket two-three meta but free counters make is stronger. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Fast mana or more reducers. Having Minn sooner and instants costing less means more illusions faster."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Laboratory Maniac or Thassa's Oracle effects. This deck does not actually deck itself often but in combination with Omniscience, these types of wins become very doable. If you pivot to focusing on an Omniscience combo, easy cuts are Tetsuko Umezawa, Fugitive and Wonder"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Yavimaya, Cradle of Growth guarantees that Submerge works."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Alter of Dementia for mill wins and instant speed Minn triggers."},{"attributes":{"list":"true"},"insert":"\n"}]}
Commander
Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Commander
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Draw
Draw
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Interaction
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Interaction
(CTRL to add secondary)
Land
Land
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Ramp
Ramp
(CTRL to add secondary)
Support
Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Support
(CTRL to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Overview:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Best played in bracket three. This deck plays with a certain feeling of inevitability. As illusions die, ramping extra lands is incredibly beneficial. With additional Minn clones or triggers, this deck stays compact while also being capable of large attacks. Ideally after turn three, you can adopt a certain level of \"draw go\". As the mono blue deck, people play around your potential counter spells longs enough that the games don't necessarily pressure you as much. \n\n"},{"attributes":{"bold":true},"insert":"Ideal play pattern by turns. Assuming land drop for first 4 turns:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Maybe Sol Talisman, Sol Ring, or Wayfarer's Bauble"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Want to have a two CMC rock to play. Not critical but very nice."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Minn. If possible due to ramp, also play a one mana, single card draw spell (Consider, Shadow Rift, Thought Scour, or cycle Lonely Sandbar). If you have brainstorm in hand, hold for later turn as it is easy to bluff one mana counterspells. Be careful with Shadow Rift as well as you illusions can get to be 10+ power in the late game and giving your tokens shadow can make them a one shot kill."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Make sure you have a fourth land drop, even if you have to use a draw spell on your turn. This deck wants a minimum of six mana available to be able to draw on at least two other turns. Making the illusions and playing lands with the death triggers can ramp really well but you don't want to miss these first turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"From turn five on, as long as you have a land drop, a \"draw go\" playstyle can be adopted. This deck really plays around Minn so hold counterspells for protection or your opponents' game winning plays."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Combo:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Omniscience and Psychosis Crawler, the odds that you can churn through your deck while pinging the board to death are high but not technically infinite as an opponent may have more life than you have cards in deck. To solve this, Elixir of Immortality can be used to shuffle your graveyard back into the deck and you can continue to draw. If you need to draw even more, Perilous Research allows you to sacrifice a token and replay the Elixir of Immortality at instant speed. You are also \"putting\" the Elixir of Immortality in with Minn's triggered ability so you can fight through counterspell battles. \n\n"},{"attributes":{"bold":true},"insert":"Easy Upgrades:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Free counterspells. This deck was made for a bracket two-three meta but free counters make is stronger. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Fast mana or more reducers. Having Minn sooner and instants costing less means more illusions faster."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Laboratory Maniac or Thassa's Oracle effects. This deck does not actually deck itself often but in combination with Omniscience, these types of wins become very doable. If you pivot to focusing on an Omniscience combo, easy cuts are Tetsuko Umezawa, Fugitive and Wonder"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Yavimaya, Cradle of Growth guarantees that Submerge works."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Alter of Dementia for mill wins and instant speed Minn triggers."},{"attributes":{"list":"true"},"insert":"\n"}]}






































































