477 views23 days ago
Commander
Size: 100Est cost: $6739.03Salt sum: 55.74
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ChromatiCaos

477 views23 days ago
Commander
Size: 100Est cost: $6739.03Salt sum: 55.74

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{"ops":[{"insert":"This is a toolbox prison deck that looks to use it's hidden commander ("},{"insert":{"card-link":"Enduring Ideal"}},{"insert":") to tutor for a bunch of enchantments that lock your opponents out of the game. \n\nThis probably can't compete with the top of bracket 4, but it's way too mean to exist in a lower bracket, both generally as a prison deck that locks everyone out but also because there are 2 different cards that result in no one (except you) getting to keep lands on the field.\n\nYou generally spend the first few turns ramping to 6 mana as fast as possible, the best opening hands are ones with 2 pieces of ramp and 3-5 lands. If you have a chnace to play a random enchantment you might as well, but you'd rather get Ideal out a turn earlier than play basically any enchantment in the deck.\n\nOnce you have 5 mana (and a 6th lined up for next turn), you cast the "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"back side of "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". On your next upkeep It gets the only "},{"insert":"creature in the deck, "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":", which then gets Ideal that you should be able to immediately cast thanks to convoke. \n\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"But what if there's disruption? What if Ideal is dealt with in some way? Easy. Broodlord tutor's for "},{"insert":{"card-link":"Teleportation Circle"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". Broodlord could get the below cards immediately but if that gets disrupted then you're scewed with no consistant way to get ideal and no consistant way to get the pieces you need. Circle lets you get the other card on your endstep and gets you a tutor on every following turn. So once you have circle you have a bunch of tutor targets:"},{"insert":"\nIf there's a counterspell happy blue player, tutor for"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" or "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"If ideal is in your graveyard get "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":", "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":", or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If ideal is in exile, get "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" and then one of the above or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" to get ideal back into your hand to play or library to tutor for."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If there's some prison piece on the board get the right card from the Interaction Category to deal with it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unless Ideal isn't avaliable, it's basically never right for Broodlord to tutor for an enchantment since it's better to tutor for Ideal and let Ideal tutor for the enchantment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSo you have Enduring Ideal and it's Epic triggering every upkeep. Now what?\n\nWhat really cracks this deck open is "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Shadow of the Second Sun"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" because it creates an extra upkeep. But unlike "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Paradox Haze"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":", it's in your post combat main phase which means you get another Ideal trigger the turn you get Shadow. This means "},{"insert":"you almost always get this with your orginginal casting of ideal. On each subsequent turn you usually spend your first upkeep getting "},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":", "},{"insert":{"card-link":"Mirrormade"}},{"insert":", or "},{"insert":{"card-link":"Copy Enchantment"}},{"insert":" to copy Shadow and give you another beginning phase every turn. Once you have a few copies go get "},{"insert":{"card-link":"Aggravated Assault"}},{"insert":" since it's extra main pahse triggers all your Shadow's again. A fun note on Estrid's invocation, i you have enough copies of Shadow you can get it's trigger as Shadow and then blink it into something else.\n\nSo you're getting multiple enchantments a turn, what do you get now? Lock Pieces.\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"Of course the classic "},{"insert":{"card-link":"Solemnity"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" + "},{"insert":{"card-link":"Phyrexian Unlife"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" to be immune to loss of life [Note: I've built most of this deck around Solemnity, but it will make your Saga's literally useless so be careful]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Energy Field"}},{"insert":" + "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" (on yourself) to be immune to damage [Note: it only prevents damage, you can still lose life with this combo.]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dovescape"}},{"insert":" to counter all noncreature spells. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the birds useless."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Humility"}},{"insert":" to turn off all creatures. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the 1/1s useless"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if you need a panic button, you can use "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" or "},{"insert":{"card-link":"Out of Time"}},{"insert":" to wipe the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Decree of Silence"}},{"insert":" + "},{"insert":{"card-link":"Solemnity"}},{"insert":" to counter all spells your opponents cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Living Plane"}},{"insert":" + "},{"insert":{"card-link":"Humility"}},{"insert":" or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to remove all lands. If you want your lands, "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" can counteract Night."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"alternatively, "},{"insert":{"card-link":"Fall of the Thran"}},{"insert":" + "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" (or "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you time it right) to remove all lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" to deal with a planeswalker or battle or something weird like that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A more permanent solution is to use "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" + "},{"insert":{"card-link":"Dovescape"}},{"insert":" or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" for graveyards (or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" if Leyline gets exiled, but I'd recomend copying it since you want one on yourself)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stony Silence"}},{"insert":" and/or "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" to deal with artifacts and enchantments that are already on the board"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and you can't forget "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", "},{"insert":{"card-link":"Sterling Grove"}},{"insert":", and/or "},{"insert":{"card-link":"Privileged Position"}},{"insert":" so your enchantments don't get targeted. Usually some combination of the above is enough, but sometimes your in the middle of assembling things or want the extra insurance. I usually grab one just in case and if that gets blown up I grab the other two to fully hexproof. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOnce you've done a sufficient amount of Locking Out, it's time to win. The main wincon is "},{"insert":{"card-link":"Test of Endurance"}},{"insert":" + "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" and enough turns where your opponents can't do anything. Another reason Shadow is good is because it lets Test of Endurance trigger the turn you tutor for it which is even less chance your opponents can interact with it.\n\nIf Test of Endurance gets exiled you've really messed up, your opponents shouldn't be able to move let alone exile your enchantments. But winning is still possible. "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" is the best back up with "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" speeding things up and countering "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":". You can get it through drawing until you top deck it or "},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" + "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":" Alternatively you can loop "},{"insert":{"card-link":"High Noon"}},{"insert":" damage.\n\nLooping - Epic is very limiting so I have made sure that you can do anything post-ideal with enough upkeeps.\n"},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" puts enchantments that die, get discardeed, or get sacrificed go right back into your library for ideal to grab again. If the enchantments are already in your graveyard you can use "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" to get them back in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you draw an enchantment you wanted to Ideal out, "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" and hand size ("},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" draws you extra cards so you'll hit more than 7 cards with ease) let you discard cards for Wheel to put back in your library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teferi's Care"}},{"insert":" and "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" let you sacrifice an enchantment in response to exile removal, sacrifice "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you want to use your saga's, sacrifice "},{"insert":{"card-link":"Stony Silence"}},{"insert":" to let your artifacts work, sacrifice "},{"insert":{"card-link":"Humility"}},{"insert":" if you want your Broodlord back, sacrifice an O-ring effect if you need to hit a new target, or sacrifice a copy enchantment to replay it on something else. They also interact with your opponents stuff if you need more of that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" is mostly useless in a post-Ideal world (and is literally useless if Broodlord dies), but it can get you "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" for a finisher, or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" if you really need to hold up a counterspell, or just lands for your mana sinks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI've tried to make at least 2 ways to do everything this deck does so hopefully it's resilient enough. Although I am a little worried that it's too fragile early game (like if Broodlord gets removed) and too redundant late game (that's not a bad thing, but Ideal + Shadow locks out your opponent quite quickly and then it feels silly dedicating an extra 10 slots to redundant lock out pieces). I also need to find 3 more cuts but this deck is way too mean to actually build in my play group so It's hard to figure it out.\n\nManabase is pretty straight forward (for a 5 color deck), lots of triomes, lots of fetches. I already mentioned the key utility lands. I tried to keep the colorless lands to a minimum since Bridge needs all 5 colors and no colorless mana. White (for ideal) and Green (for ramp) are by far the most important colors in this deck so I'm playing all the forest and plains OG duals. White fetches are especially important since they can get "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":".\n\nYes, I am playing 41 lands (counting moxes) and 28 pieces of ramp. The sole purpose of this deck is to cast a WUBRG card and then a 4WW card as fast as possible, that requires a lot of mana and a lot of colors. Your best line is to ramp on 1 and 2 and then bridge on turn 3 so you can cast ideal on turn 4.\n\n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" is here just to make the deck that little bit more consistant (every blue EDH deck should play probe in my opinion)\n"}]}

Commander

Qty: 1 Price: $21.99
The Prismatic Bridge
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Legendary Enchantment
Esika, God of the Tree // The Prismatic Bridge back (khm) 314Esika, God of the Tree // The Prismatic Bridge back (khm) 314

Commander

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Actual Commander

Qty: 2 Price: $8.98
Enduring Ideal
Search your library for an enchantment card, put it onto the battlefield, then shuffle.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
Sorcery
Enduring Ideal (sok) 9
Hoarding Broodlord
Convoke
Flying
When this creature enters, search your library for a card, exile it face down, then shuffle. For as long as that card remains exiled, you may play it.
Spells you cast from exile have convoke.
Creature - Dragon
Hoarding Broodlord (mom) 360

Actual Commander

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Alt Broodlord Targets

Qty: 5 Price: $137.95
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 694
Pull from Eternity
Put target face-up exiled card into its owner's graveyard.
Instant
Pull from Eternity (tsp) 35
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
Teleportation Circle
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
Enchantment
Teleportation Circle (afr) 39

Alt Broodlord Targets

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Finishers

Qty: 3 Price: $56.47
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Test of Endurance
At the beginning of your upkeep, if you have 50 or more life, you win the game.
Enchantment
Test of Endurance (dmr) 32
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (mkm) 242

Finishers

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Interaction

Qty: 4 Price: $8.56
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (who) 208
High Noon
Each player can't cast more than one spell each turn.
, Sacrifice this enchantment: It deals 5 damage to any target.
Enchantment
High Noon (otj) 15
Out of Time
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way.
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Enchantment
Out of Time (who) 209
The Night of the Doctor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
Enchantment - Saga
The Night of the Doctor (who) 24

Interaction

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Lock Out

Qty: 15 Price: $213.76
Decree of Silence
Whenever an opponent casts a spell, counter that spell and put a depletion counter on this enchantment. If there are three or more depletion counters on this enchantment, sacrifice it.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Enchantment
Decree of Silence (scg) 32
Dovescape
(
can be paid with either
or
.)
Whenever a player casts a noncreature spell, counter that spell. That player creates X 1/1 white and blue Bird creature tokens with flying, where X is the spell's mana value.
Enchantment
Dovescape (dis) 143
Energy Field
Prevent all damage that would be dealt to you by sources you don't control.
When a card is put into your graveyard from anywhere, sacrifice this enchantment.
Enchantment
Energy Field (plst) USG-73
Fall of the Thran
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.
Enchantment - Saga
Fall of the Thran (plst) DOM-18
Greater Auramancy
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)
Enchanted creatures you control have shroud.
Enchantment
Greater Auramancy (shm) 7
Humility
All creatures lose all abilities and have base power and toughness 1/1.
Enchantment
Humility (tmp) 24
Leyline of the Void
If this card is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
Enchantment
Leyline of the Void (dsk) 106
Living Plane
All lands are 1/1 creatures that are still lands.
World Enchantment
Living Plane (me3) 127
Night of Souls' Betrayal
All creatures get -1/-1.
Legendary Enchantment
Night of Souls' Betrayal (ima) 99
Phyrexian Unlife
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
Enchantment
Phyrexian Unlife (nph) 18
Privileged Position
(
can be paid with either
or
.)
Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Enchantment
Privileged Position (2x2) 263
Solemnity
Players can't get counters.
Counters can't be put on artifacts, creatures, enchantments, or lands.
Enchantment
Solemnity (hou) 22
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment
Sterling Grove (mh2) 293
Stony Silence
Activated abilities of artifacts can't be activated.
Enchantment
Stony Silence (mm3) 25
Wheel of Sun and Moon
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Enchantment - Aura
Wheel of Sun and Moon (sld) 1105

Lock Out

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Looping

Qty: 4 Price: $16.04
Bow of Nylea
Attacking creatures you control have deathtouch.
,
: Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment
Bow of Nylea (sld) 1504
Dispersing Orb
, Sacrifice a permanent: Return target permanent to its owner's hand.
Enchantment
Dispersing Orb (ons) 80
Peace of Mind
, Discard a card: You gain 3 life.
Enchantment
Peace of Mind (emn) 36
Teferi's Care
, Sacrifice an enchantment: Destroy target enchantment.
: Counter target enchantment spell.
Enchantment
Teferi's Care (inv) 43

Looping

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Ramp

Qty: 20 Price: $162.80
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (m3c) 283
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Boros Signet
,
: Add
.
Artifact
Boros Signet (tdc) 314
Burgeoning
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Enchantment
Burgeoning (c16) 143
Carpet of Flowers
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Enchantment
Carpet of Flowers (who) 229
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (j25) 151
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (drc) 129
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
Golgari Signet
,
: Add
.
Artifact
Golgari Signet (dsc) 246
Gruul Signet
,
: Add
.
Artifact
Gruul Signet (blc) 273
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (tdc) 320
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (plst) TMP-294
Manabond
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.
Enchantment
Manabond (exo) 113
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (tdc) 323
Rakdos Signet
,
: Add
.
Artifact
Rakdos Signet (dsc) 250
Selesnya Signet
,
: Add
.
Artifact
Selesnya Signet (tdc) 324
Simic Signet
,
: Add
.
Artifact
Simic Signet (dsc) 252
Strike It Rich
Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Strike It Rich (h2r) 12
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (rvr) 159
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (dmr) 184

Ramp

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Six Shadow's of the Second Sun

Qty: 6 Price: $36.54
Aggravated Assault
: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
Enchantment
Aggravated Assault (wot) 39
Copy Enchantment
You may have this enchantment enter as a copy of any enchantment on the battlefield.
Enchantment
Copy Enchantment (wot) 16
Estrid's Invocation
You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
Enchantment
Estrid's Invocation (mh3) 269
Mirrormade
You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.
Enchantment
Mirrormade (dsc) 120
Paradox Haze
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
Enchantment - Aura
Paradox Haze (tsp) 71
Shadow of the Second Sun
Enchant player
At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
Enchantment - Aura
Shadow of the Second Sun (mh3) 70

Six Shadow's of the Second Sun

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The Probe

Qty: 1 Price: $7.99
Gitaxian Probe
(
can be paid with either
or 2 life.)
Look at target player's hand.
Draw a card.
Sorcery
Gitaxian Probe (plst) NPH-35

The Probe

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zLand

Qty: 39 Price: $6067.95
Ancient Spring
This land enters tapped.
: Add
.
, Sacrifice this land: Add
.
Land
Ancient Spring (inv) 319
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (3ed) 283
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (2xm) 240
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 321
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (m3c) 331
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (dsc) 275
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (2x2) 323
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add
. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land
Gemstone Caverns (tsr) 280
Gemstone Mine
This land enters with three mining counters on it.
, Remove a mining counter from this land: Add one mana of any color. If there are no mining counters on this land, sacrifice it.
Land
Gemstone Mine (dmr) 247
Geothermal Crevice
This land enters tapped.
: Add
.
, Sacrifice this land: Add
.
Land
Geothermal Crevice (inv) 323
Hedge Maze
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Forest
Hedge Maze (mkm) 262
Irrigation Ditch
This land enters tapped.
: Add
.
, Sacrifice this land: Add
.
Land
Irrigation Ditch (inv) 324
Lush Portico
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Forest
Lush Portico (mkm) 263
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Mistveil Plains
(
: Add
.)
This land enters tapped.
,
: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Land - Plains
Mistveil Plains (plst) UMA-247
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (sth) 138
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) 271
Plateau
(
: Add
or
.)
Land - Plains Mountain
Plateau (3ed) 284
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (dmu) 252
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Savannah
(
: Add
or
.)
Land - Plains Forest
Savannah (3ed) 285
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Scrubland
(
: Add
or
.)
Land - Plains Swamp
Scrubland (3ed) 286
Spara's Headquarters
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Forest
Spara's Headquarters (snc) 257
Sulfur Vent
This land enters tapped.
: Add
.
, Sacrifice this land: Add
.
Land
Sulfur Vent (inv) 328
Taiga
(
: Add
or
.)
Land - Mountain Forest
Taiga (3ed) 287
Tinder Farm
This land enters tapped.
: Add
.
, Sacrifice this land: Add
.
Land
Tinder Farm (inv) 329
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (3ed) 288
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (3ed) 289
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Ziatora's Proving Ground
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Mountain Forest
Ziatora's Proving Ground (snc) 261

zLand

(CTRL to add secondary)

Maybeboard

Qty: 63 Price: $1310.90
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (dsc) 92
Aura Shards
Whenever a creature you control enters, you may destroy target artifact or enchantment.
Enchantment
Aura Shards (plst) CMD-182
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (dsc) 160
Buried in the Garden
Enchant land
When this Aura enters, exile target nonland permanent you don't control until this Aura leaves the battlefield.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Buried in the Garden (mkm) 191
Cascading Cataracts
Indestructible
: Add
.
,
: Add five mana in any combination of colors.
Land
Cascading Cataracts (dmc) 202
Cast Out
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Cast Out (dsc) 98
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (dmr) 154
Crystal Quarry
: Add
.
,
: Add
.
Land
Crystal Quarry (dmc) 206
Dawn's Reflection
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment - Aura
Dawn's Reflection (plst) C18-139
Day of Judgment
Destroy all creatures.
Sorcery
Day of Judgment (fdn) 140
Dispel
Counter target instant spell.
Instant
Dispel (plst) BFZ-76
Doomskar
Destroy all creatures.
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
Doomskar (khm) 9
Drop of Honey
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures on the battlefield, sacrifice this enchantment.
Enchantment
Drop of Honey (me4) 150
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (j22) 765
Exquisite Blood
Whenever an opponent loses life, you gain that much life.
Enchantment
Exquisite Blood (lcc) 195
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (blc) 119
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (afc) 158
Flickerform
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Enchantment - Aura
Flickerform (cma) 11
Flood of Recollection
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Sorcery
Flood of Recollection (cmr) 61
Font of Fertility
, Sacrifice this enchantment: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Enchantment
Font of Fertility (cmm) 895
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Hunting Wilds
Kicker
(You may pay an additional
as you cast this spell.)
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Sorcery
Hunting Wilds (c18) 152
Indatha Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Swamp Forest
Indatha Triome (iko) 248
Jetmir's Garden
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain Forest
Jetmir's Garden (snc) 250
Ketria Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain Forest
Ketria Triome (plst) IKO-250
Leyline of Mutation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may pay
rather than pay the mana cost for spells you cast.
Enchantment
Leyline of Mutation (dsk) 188
Leyline of the Guildpact
If this card is in your opening hand, you may begin the game with it on the battlefield.
Each nonland permanent you control is all colors.
Lands you control are every basic land type in addition to their other types.
Enchantment
Leyline of the Guildpact (mkm) 217
Luminarch Ascension
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Enchantment
Luminarch Ascension (a25) 23
Market Festival
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment - Aura
Market Festival (jou) 130
Mind Over Matter
Discard a card: You may tap or untap target artifact, creature, or land.
Enchantment
Mind Over Matter (exo) 40
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (mkc) 178
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (ppro) 2022-3
Overburden
Whenever a player puts a nontoken creature onto the battlefield, that player returns a land they control to its owner's hand.
Enchantment
Overburden (pcy) 39
Pact of Negation
Counter target spell.
At the beginning of your next upkeep, pay
. If you don't, you lose the game.
Instant
Pact of Negation (mb2) 169
Porphyry Nodes
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures on the battlefield, sacrifice this enchantment.
Enchantment
Porphyry Nodes (tsr) 32
Raffine's Tower
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Swamp
Raffine's Tower (snc) 254
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (j25) 704
Ranger's Path
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Ranger's Path (m13) 186
Raugrin Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Mountain
Raugrin Triome (iko) 251
Replicating Ring
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with "
: Add one mana of any color."
Snow Artifact
Replicating Ring (moc) 372
Sanguine Bond
Whenever you gain life, target opponent loses that much life.
Enchantment
Sanguine Bond (c21) 153
Savai Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Swamp Mountain
Savai Triome (iko) 253
Serra's Sanctum
: Add
for each enchantment you control.
Legendary Land
Serra's Sanctum (usg) 325
Shimmerwilds Growth
Enchant land
As this Aura enters, choose a color.
Enchanted land is the chosen color.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Shimmerwilds Growth (ecl) 194
Skyshroud Claim
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
Sorcery
Skyshroud Claim (cmm) 321
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (cmm) 57
Sol Ring
: Add
.
Artifact
Sol Ring (m3c) 305
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (dsc) 104
The World Tree
This land enters tapped.
: Add
.
As long as you control six or more lands, lands you control have "
: Add one mana of any color."
,
, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
Land
The World Tree (khm) 275
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (otc) 209
Trace of Abundance
Enchant land
Enchanted land has shroud. (It can't be the target of spells or abilities.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Trace of Abundance (arb) 142
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
Valgavoth's Lair
Hexproof
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land Enchantment
Valgavoth's Lair (dsk) 271
Vanquish the Horde
This spell costs
less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
Vanquish the Horde (mid) 41
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (mkc) 195
Wolfwillow Haven
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
, Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
Enchantment - Aura
Wolfwillow Haven (blc) 246
Wrath of God
Destroy all creatures. They can't be regenerated.
Sorcery
Wrath of God (cmm) 70
Xander's Lounge
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Mountain
Xander's Lounge (snc) 260
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409
Zagoth Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Forest
Zagoth Triome (iko) 259

Maybeboard

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Deck Info

Deck stats

33 pips - 22 cards
33 mana - 30 cards
20 pips - 13 cards
32 mana - 29 cards
8 pips - 4 cards
29 mana - 26 cards
4 pips - 4 cards
29 mana - 26 cards
20 pips - 13 cards
36 mana - 33 cards
0 pips - 0 cards
3 mana - 3 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This is a toolbox prison deck that looks to use it's hidden commander ("},{"insert":{"card-link":"Enduring Ideal"}},{"insert":") to tutor for a bunch of enchantments that lock your opponents out of the game. \n\nThis probably can't compete with the top of bracket 4, but it's way too mean to exist in a lower bracket, both generally as a prison deck that locks everyone out but also because there are 2 different cards that result in no one (except you) getting to keep lands on the field.\n\nYou generally spend the first few turns ramping to 6 mana as fast as possible, the best opening hands are ones with 2 pieces of ramp and 3-5 lands. If you have a chnace to play a random enchantment you might as well, but you'd rather get Ideal out a turn earlier than play basically any enchantment in the deck.\n\nOnce you have 5 mana (and a 6th lined up for next turn), you cast the "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"back side of "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". On your next upkeep It gets the only "},{"insert":"creature in the deck, "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":", which then gets Ideal that you should be able to immediately cast thanks to convoke. \n\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"But what if there's disruption? What if Ideal is dealt with in some way? Easy. Broodlord tutor's for "},{"insert":{"card-link":"Teleportation Circle"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":". Broodlord could get the below cards immediately but if that gets disrupted then you're scewed with no consistant way to get ideal and no consistant way to get the pieces you need. Circle lets you get the other card on your endstep and gets you a tutor on every following turn. So once you have circle you have a bunch of tutor targets:"},{"insert":"\nIf there's a counterspell happy blue player, tutor for"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" or "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"If ideal is in your graveyard get "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":", "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":", or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If ideal is in exile, get "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" and then one of the above or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" to get ideal back into your hand to play or library to tutor for."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If there's some prison piece on the board get the right card from the Interaction Category to deal with it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unless Ideal isn't avaliable, it's basically never right for Broodlord to tutor for an enchantment since it's better to tutor for Ideal and let Ideal tutor for the enchantment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSo you have Enduring Ideal and it's Epic triggering every upkeep. Now what?\n\nWhat really cracks this deck open is "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Shadow of the Second Sun"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" because it creates an extra upkeep. But unlike "},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":{"card-link":"Paradox Haze"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":", it's in your post combat main phase which means you get another Ideal trigger the turn you get Shadow. This means "},{"insert":"you almost always get this with your orginginal casting of ideal. On each subsequent turn you usually spend your first upkeep getting "},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":", "},{"insert":{"card-link":"Mirrormade"}},{"insert":", or "},{"insert":{"card-link":"Copy Enchantment"}},{"insert":" to copy Shadow and give you another beginning phase every turn. Once you have a few copies go get "},{"insert":{"card-link":"Aggravated Assault"}},{"insert":" since it's extra main pahse triggers all your Shadow's again. A fun note on Estrid's invocation, i you have enough copies of Shadow you can get it's trigger as Shadow and then blink it into something else.\n\nSo you're getting multiple enchantments a turn, what do you get now? Lock Pieces.\n"},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":"Of course the classic "},{"insert":{"card-link":"Solemnity"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" + "},{"insert":{"card-link":"Phyrexian Unlife"}},{"attributes":{"background":"var(--darkreader-bg--light-background, #181a1b)","color":"var(--darkreader-text--color, #e8e6e3)"},"insert":" to be immune to loss of life [Note: I've built most of this deck around Solemnity, but it will make your Saga's literally useless so be careful]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Energy Field"}},{"insert":" + "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" (on yourself) to be immune to damage [Note: it only prevents damage, you can still lose life with this combo.]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dovescape"}},{"insert":" to counter all noncreature spells. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the birds useless."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Humility"}},{"insert":" to turn off all creatures. Add in 1 or 2 or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to render the 1/1s useless"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if you need a panic button, you can use "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" or "},{"insert":{"card-link":"Out of Time"}},{"insert":" to wipe the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Decree of Silence"}},{"insert":" + "},{"insert":{"card-link":"Solemnity"}},{"insert":" to counter all spells your opponents cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Living Plane"}},{"insert":" + "},{"insert":{"card-link":"Humility"}},{"insert":" or "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":" to remove all lands. If you want your lands, "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" can counteract Night."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"alternatively, "},{"insert":{"card-link":"Fall of the Thran"}},{"insert":" + "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" (or "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you time it right) to remove all lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" to deal with a planeswalker or battle or something weird like that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A more permanent solution is to use "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" + "},{"insert":{"card-link":"Dovescape"}},{"insert":" or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" for graveyards (or "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" if Leyline gets exiled, but I'd recomend copying it since you want one on yourself)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stony Silence"}},{"insert":" and/or "},{"insert":{"card-link":"Teferi's Care"}},{"insert":" to deal with artifacts and enchantments that are already on the board"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and you can't forget "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", "},{"insert":{"card-link":"Sterling Grove"}},{"insert":", and/or "},{"insert":{"card-link":"Privileged Position"}},{"insert":" so your enchantments don't get targeted. Usually some combination of the above is enough, but sometimes your in the middle of assembling things or want the extra insurance. I usually grab one just in case and if that gets blown up I grab the other two to fully hexproof. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOnce you've done a sufficient amount of Locking Out, it's time to win. The main wincon is "},{"insert":{"card-link":"Test of Endurance"}},{"insert":" + "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" and enough turns where your opponents can't do anything. Another reason Shadow is good is because it lets Test of Endurance trigger the turn you tutor for it which is even less chance your opponents can interact with it.\n\nIf Test of Endurance gets exiled you've really messed up, your opponents shouldn't be able to move let alone exile your enchantments. But winning is still possible. "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" is the best back up with "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" speeding things up and countering "},{"insert":{"card-link":"Night of Souls' Betrayal"}},{"insert":". You can get it through drawing until you top deck it or "},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" + "},{"insert":{"card-link":"Hoarding Broodlord"}},{"insert":" Alternatively you can loop "},{"insert":{"card-link":"High Noon"}},{"insert":" damage.\n\nLooping - Epic is very limiting so I have made sure that you can do anything post-ideal with enough upkeeps.\n"},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":" puts enchantments that die, get discardeed, or get sacrificed go right back into your library for ideal to grab again. If the enchantments are already in your graveyard you can use "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" or "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" to get them back in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you draw an enchantment you wanted to Ideal out, "},{"insert":{"card-link":"Peace of Mind"}},{"insert":" and hand size ("},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" draws you extra cards so you'll hit more than 7 cards with ease) let you discard cards for Wheel to put back in your library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teferi's Care"}},{"insert":" and "},{"insert":{"card-link":"Dispersing Orb"}},{"insert":" let you sacrifice an enchantment in response to exile removal, sacrifice "},{"insert":{"card-link":"Solemnity"}},{"insert":" if you want to use your saga's, sacrifice "},{"insert":{"card-link":"Stony Silence"}},{"insert":" to let your artifacts work, sacrifice "},{"insert":{"card-link":"Humility"}},{"insert":" if you want your Broodlord back, sacrifice an O-ring effect if you need to hit a new target, or sacrifice a copy enchantment to replay it on something else. They also interact with your opponents stuff if you need more of that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" is mostly useless in a post-Ideal world (and is literally useless if Broodlord dies), but it can get you "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" for a finisher, or "},{"insert":{"card-link":"Decree of Silence"}},{"insert":" if you really need to hold up a counterspell, or just lands for your mana sinks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI've tried to make at least 2 ways to do everything this deck does so hopefully it's resilient enough. Although I am a little worried that it's too fragile early game (like if Broodlord gets removed) and too redundant late game (that's not a bad thing, but Ideal + Shadow locks out your opponent quite quickly and then it feels silly dedicating an extra 10 slots to redundant lock out pieces). I also need to find 3 more cuts but this deck is way too mean to actually build in my play group so It's hard to figure it out.\n\nManabase is pretty straight forward (for a 5 color deck), lots of triomes, lots of fetches. I already mentioned the key utility lands. I tried to keep the colorless lands to a minimum since Bridge needs all 5 colors and no colorless mana. White (for ideal) and Green (for ramp) are by far the most important colors in this deck so I'm playing all the forest and plains OG duals. White fetches are especially important since they can get "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":".\n\nYes, I am playing 41 lands (counting moxes) and 28 pieces of ramp. The sole purpose of this deck is to cast a WUBRG card and then a 4WW card as fast as possible, that requires a lot of mana and a lot of colors. Your best line is to ramp on 1 and 2 and then bridge on turn 3 so you can cast ideal on turn 4.\n\n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" is here just to make the deck that little bit more consistant (every blue EDH deck should play probe in my opinion)\n"}]}
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