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Commander
Size: 100Salt sum: 49.48
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846 views27 days ago
Commander
Size: 100Salt sum: 49.48

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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

Qty: 1 Price: $18.99
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.
Legendary Creature - Wizard Gnome
Minn, Wily Illusionist (afc) 285

Commander

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Draw

Qty: 30 Price: $78.72
Artificer's Epiphany
Draw two cards. If you control no artifacts, discard a card.
Instant
Artificer's Epiphany (ddu) 36
Behold the Multiverse
Scry 2, then draw two cards.
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.)
Instant
Behold the Multiverse (khm) 46
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (sta) 76
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (mh3) 399
Catalog
Draw two cards, then discard a card.
Instant
Catalog (usg) 64
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (mid) 388
Delightful Discovery
This spell costs
less to cast for each spell your opponents have cast this turn.
Scry 2, then draw two cards. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Instant
Delightful Discovery (j25) 6
Echo of Eons
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Echo of Eons (mb2) 160
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (cmm) 632
Gush
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost.
Draw two cards.
Instant
Gush (mb2) 164
Harmonized Crescendo
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Choose a creature type. Draw a card for each permanent you control of that type.
Instant
Harmonized Crescendo (ecl) 384
Harmonized Trio
, Tap two untapped creatures you control: This creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Merfolk Bard
Harmonized Trio // Brainstorm (sos) 317
Into the Story
This spell costs
less to cast if an opponent has seven or more cards in their graveyard.
Draw four cards.
Instant
Into the Story (eld) 50
Jace's Ingenuity
Draw three cards.
Instant
Jace's Ingenuity (f11) 7
Lat-Nam's Legacy
Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep.
Instant
Lat-Nam's Legacy (all) 30b
Meeting of Minds
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Draw two cards.
Instant
Meeting of Minds (mom) 66
Perilous Research
Draw two cards, then sacrifice a permanent.
Instant
Perilous Research (csp) 41
Pulse of the Grid
Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.
Instant
Pulse of the Grid (dst) 29
Quick Study
Draw two cards.
Instant
Quick Study (sos) 65
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (plst) TMP-86
Sift Through Sands
Draw two cards, then discard a card.
If you've cast a spell named Peer Through Depths and a spell named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it onto the battlefield, then shuffle.
Instant - Arcane
Sift Through Sands (dds) 9
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 85
Thirst for Identity
Draw three cards. Then discard two cards unless you discard a creature card.
Instant
Thirst for Identity (ecl) 79
Thirst for Knowledge
Draw three cards. Then discard two cards unless you discard an artifact card.
Instant
Thirst for Knowledge (f08) 9
Thirst for Meaning
Draw three cards. Then discard two cards unless you discard an enchantment card.
Instant
Thirst for Meaning (thb) 354
Thought Scour
Target player mills two cards.
Draw a card.
Instant
Thought Scour (2x2) 351
Tolarian Winds
Discard all the cards in your hand, then draw that many cards.
Instant
Tolarian Winds (7ed) 105
Tragic Lesson
Draw two cards. Then discard a card unless you return a land you control to its owner's hand.
Instant
Tragic Lesson (j22) 115
Unexpected Assistance
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Draw three cards, then discard a card.
Instant
Unexpected Assistance (ecl) 80
Words of Wisdom
You draw two cards, then each other player draws a card.
Instant
Words of Wisdom (ody) 114

Draw

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Interaction

Qty: 15 Price: $162.04
Abjure
As an additional cost to cast this spell, sacrifice a blue permanent.
Counter target spell.
Instant
Abjure (wth) 31
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (sld) 1667
Aetherspouts
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
Instant
Aetherspouts (c21) 114
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (dsc) 110
Archmage's Charm
Choose one —
• Counter target spell.
• Target player draws two cards.
• Gain control of target nonland permanent with mana value 1 or less.
Instant
Archmage's Charm (sch) 2
Confusticate and Bebother
Choose one —
• Counter target spell unless its controller pays
.
• Draw two cards, then discard a card.
Instant
Confusticate and Bebother (hob) 35
Counterspell
Counter target spell.
Instant
Counterspell (pf26) 5
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.
Instant
Into the Flood Maw (pw26) 8
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (soa) 20
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Soul Read
Choose one —
• Counter target spell unless its controller pays
.
• Draw two cards.
Instant
Soul Read (j25) 362
Spellgyre
Choose one —
• Counter target spell.
• Surveil 2, then draw two cards. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Spellgyre (blb) 72
Submerge
If an opponent controls a Forest and you control an Island, you may cast this spell without paying its mana cost.
Put target creature on top of its owner's library.
Instant
Submerge (plst) NEM-48
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 323
You Find the Villains' Lair
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
Instant
You Find the Villains' Lair (afr) 399

Interaction

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Land

Qty: 33 (34 w/ MDFC)Price: $233.77
Field of Ruin
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Land
Field of Ruin (tsr) 407
High Market
: Add
.
, Sacrifice a creature: You gain 1 life.
Land
High Market (eos) 63
Island
(
: Add
.)
Basic Land - Island
Island (ust) 213
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (sld) 2161
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (tsr) 408
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 414
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (brc) 196

Land

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Ramp

Qty: 9 Price: $99.91
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (lcc) 104
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (cmm) 657
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 349
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (mir) 319
Sol Ring
: Add
.
Artifact
Sol Ring (cmm) 703
Sol Talisman
Suspend 3—
(Rather than cast this card from your hand, pay
and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
: Add
.
Artifact
Sol Talisman (mh2) 432
Star Compass
This artifact enters tapped.
: Add one mana of any color that a basic land you control could produce.
Artifact
Star Compass (spg) 18
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (lcc) 118
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (pf26) 1

Ramp

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Support

Qty: 12 Price: $84.89
Consecrated Sphinx
Flying
Whenever an opponent draws a card, you may draw two cards.
Creature - Sphinx
Consecrated Sphinx (pf26) 4
Elixir of Immortality
,
: You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
Artifact
Elixir of Immortality (c21) 243
Font of Magic
Instant and sorcery spells you cast cost
less to cast for each time you've cast a commander from the command zone this game.
Enchantment
Font of Magic (clb) 562
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 303
Jace's Sanctum
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell, scry 1.
Enchantment
Jace's Sanctum (c19) 88
Murmuring Mystic
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
Creature - Human Wizard
Murmuring Mystic (spg) 151
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (wot) 24
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (brr) 107
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
Sakashima the Impostor (plst) SOK-53
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
Spark Double (rvr) 421
Tetsuko Umezawa, Fugitive
Creatures you control with power or toughness 1 or less can't be blocked.
Legendary Creature - Human Rogue
Tetsuko Umezawa, Fugitive (mul) 12
Wizard's Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard

Equip
Artifact - Equipment
Wizard's Staff (hob) 59

Support

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
77 pips - 56 cards
35 mana - 35 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
8 mana - 6 cards
CategoriesQtyOdds
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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"}]}
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