1.4k views30 days ago
Commander
Size: 100Salt sum: 53.51
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beckmrz

1.4k views30 days ago
Commander
Size: 100Salt sum: 53.51

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Raff, Weatherlight Stalwart
Whenever you cast an instant or sorcery spell, you may tap two untapped creatures you control. If you do, draw a card.
: Creatures you control get +1/+1 and gain vigilance until end of turn.
Legendary Creature - Human Wizard
Raff, Weatherlight Stalwart (mul) 186

Commander

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Deep Gnome Terramancer
Flash
Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
Creature - Wizard Gnome
Deep Gnome Terramancer (clb) 658
Grand Arbiter Augustin IV
White spells you cast cost
less to cast.
Blue spells you cast cost
less to cast.
Spells your opponents cast cost
more to cast.
Legendary Creature - Human Advisor
Grand Arbiter Augustin IV (2x2) 221
Invasion of Segovia
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, create two 1/1 blue Kraken creature tokens with trample.
Battle - Siege
Invasion of Segovia // Caetus, Sea Tyrant of Segovia (mom) 63Invasion of Segovia // Caetus, Sea Tyrant of Segovia (mom) 63
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 (cmr) 700
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (lcc) 118
Tithe
Search your library for a Plains card. If target opponent controls more lands than you, you may search your library for an additional Plains card. Reveal those cards, put them into your hand, then shuffle.
Instant
Tithe (vis) 23
Wand of the Worldsoul
This artifact enters tapped.
: Add
.
: The next spell you cast this turn has convoke.
Artifact
Wand of the Worldsoul (moc) 107
Wizards of Thay
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Instant and sorcery spells you cast cost
less to cast.
You may cast sorcery spells as though they had flash.
Creature - Human Wizard
Wizards of Thay (clb) 568

10_Ramp

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Arcane Epiphany
This spell costs
less to cast if you control a Wizard.
Draw three cards.
Instant
Arcane Epiphany (fdn) 29
Archmage of Runes
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
Creature - Wizard Giant
Archmage of Runes (fdn) 304
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (sta) 13
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (mh3) 399
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (h2r) 2
Fatehold Charm
Choose one —
• Draw a card. Empower Jace 2.
• Return target spell or creature to its owner's hand.
• Creatures you control get +1/+2 until end of turn.
Instant
Fatehold Charm (fra) 132
Halo Fountain
,
, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token.
,
, Untap two tapped creatures you control: Draw a card.
,
, Untap fifteen tapped creatures you control: You win the game.
Artifact
Halo Fountain (snc) 285
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 421
Ojutai's Command
Choose two —
• Return target creature card with mana value 2 or less from your graveyard to the battlefield.
• You gain 4 life.
• Counter target creature spell.
• Draw a card.
Instant
Ojutai's Command (dtk) 227
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
Step Through
Return two target creatures to their owners' hands.
Wizardcycling
(
, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Sorcery
Step Through (mh2) 392
The Council of Four
Whenever a player draws their second card during their turn, you draw a card.
Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
Legendary Creature - Human Noble
The Council of Four (clb) 271
Think Twice
Draw a card.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Think Twice (fdn) 315

20_Card_Advantage

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Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (onc) 5
Counterspell
Counter target spell.
Instant
Counterspell (sta) 15
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (cmm) 84
Disorder in the Court
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Disorder in the Court (mkc) 209
Dusk
Destroy all creatures with power 3 or greater.
Sorcery
Dusk // Dawn (blc) 138
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (mkc) 64
Fell the Mighty
Destroy all creatures with power greater than target creature's power.
Sorcery
Fell the Mighty (mkc) 65
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 391
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (h1r) 2
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 57
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (pf20) 1
Samut, Tyrant of Naktamun
Instant and sorcery spells you control have split second. (As long as a spell with split second is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Legendary Creature - Human Wizard
Samut, Tyrant of Naktamun (fra) 220
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (dmr) 273
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11
The Battle of Bywater
Destroy all creatures with power 3 or greater. Then create a Food token for each creature you control. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Sorcery
The Battle of Bywater (ltr) 346

30_Removal/Protection

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Access Denied
Counter target spell. Create X 1/1 colorless Thopter artifact creature tokens with flying, where X is that spell's mana value.
Instant
Access Denied (nec) 11
Call the Coppercoats
Strive — This spell costs
more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
Instant
Call the Coppercoats (onc) 60
Charismatic Conqueror
Vigilance
Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
Creature - Vampire Soldier
Charismatic Conqueror (lcc) 70
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid
Chasm Skulker (blc) 164
Elspeth, Sun's Champion
+1: Create three 1/1 white Soldier creature tokens.
−3: Destroy all creatures with power 4 or greater.
−7: You get an emblem with "Creatures you control get +2/+2 and have flying."
Legendary Planeswalker - Elspeth
Elspeth, Sun's Champion (frc) 24
Entrapment Maneuver
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
Instant
Entrapment Maneuver (c16) 2
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Angel
Exalted Sunborn (eoe) 15
Grand Crescendo
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
Instant
Grand Crescendo (ncc) 16
Homunculus Horde
Whenever you draw your second card each turn, create a token that's a copy of this creature.
Creature - Homunculus
Homunculus Horde (fdn) 308
Increasing Devotion
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Increasing Devotion (ltc) 171
Nadir Kraken
Whenever you draw a card, you may pay
. If you do, put a +1/+1 counter on this creature and create a 1/1 blue Tentacle creature token.
Creature - Kraken
Nadir Kraken (j25) 332
Secure the Wastes
Create X 1/1 white Warrior creature tokens.
Instant
Secure the Wastes (moc) 203
Sram's Expertise
Create three 1/1 colorless Servo artifact creature tokens.
You may cast a spell with mana value 3 or less from your hand without paying its mana cost.
Sorcery
Sram's Expertise (aer) 24
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (cmm) 673
The Eagles Are Coming!
Kicker
(You may pay an additional
as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant
The Eagles Are Coming! (hob) 205
Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant
Will of the Mardu (tdc) 17

40_Tokens_(Synergy)

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Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (lcc) 125
Aven Mindcensor
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Creature - Wizard Bird
Aven Mindcensor (akh) 5
Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (iko) 11
Elesh Norn, Grand Cenobite
Vigilance
Other creatures you control get +2/+2.
Creatures your opponents control get -2/-2.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Grand Cenobite (mul) 3
Meddling Mage
As this creature enters, choose a nonland card name.
Spells with the chosen name can't be cast.
Creature - Human Wizard
Meddling Mage (2xm) 355
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (clb) 730
Reverse the Polarity
Choose one —
• Counter all other spells.
• Switch each creature's power and toughness until end of turn.
• Creatures can't be blocked this turn.
Instant
Reverse the Polarity (who) 54
Sigil Tracer
, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
Creature - Wizard Merfolk
Sigil Tracer (mor) 49

50_Buff/Debuff_(Synergy)

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Abandoned Air Temple
This land enters tapped unless you control a basic land.
: Add
.
,
: Put a +1/+1 counter on each creature you control.
Land
Abandoned Air Temple (tla) 263
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (dsc) 258
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (2x2) 400
Beyeen Veil
Creatures your opponents control get -2/-0 until end of turn.
Instant
Beyeen Veil // Beyeen Coast (znr) 46Beyeen Veil // Beyeen Coast (znr) 46
Blighted Steppe
: Add
.
,
, Sacrifice this land: You gain 2 life for each creature you control.
Land
Blighted Steppe (bfz) 232
Calciform Pools
: Add
.
,
: Put a storage counter on this land.
, Remove X storage counters from this land: Add X mana in any combination of
and/or
.
Land
Calciform Pools (tsr) 275
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 705
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (mid) 281
Emergence Zone
: Add
.
,
, Sacrifice this land: You may cast spells this turn as though they had flash.
Land
Emergence Zone (war) 245
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
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (blc) 307
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rna) 251
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (pip) 268
Island
(
: Add
.)
Basic Land - Island
Island (thb) 251
Meticulous Archive
(
: 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 Island
Meticulous Archive (mkm) 264
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (cmm) 1013
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 (eld) 247
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
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (blc) 322
Plains
(
: Add
.)
Basic Land - Plains
Plains (thb) 250
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (blc) 323
Razorgrass Ambush
Razorgrass Ambush deals 3 damage to target attacking or blocking creature.
Instant
Razorgrass Ambush // Razorgrass Field (mh3) 238Razorgrass Ambush // Razorgrass Field (mh3) 238
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (dsc) 295
Riptide Laboratory
: Add
.
,
: Return target Wizard you control to its owner's hand.
Land
Riptide Laboratory (mh2) 303
Rivendell
Rivendell enters tapped unless you control a legendary creature.
: Add
.
,
: Scry 2. Activate only if you control a legendary creature.
Legendary Land
Rivendell (ltr) 259
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Silundi Vision
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
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
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (blc) 332
Turbulent Shore
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Island
Turbulent Shore (frc) 17

99_Landbase

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Deck Info

Deck stats

52 pips - 39 cards
27 mana - 25 cards
44 pips - 33 cards
27 mana - 25 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
11 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"color":"black"},"insert":"Dieses "},{"attributes":{"color":"black","bold":true},"insert":"Azorius-Token-Control-Deck "},{"attributes":{"color":"black"},"insert":"verfolgt eine klare Identität: "},{"insert":"\n\n"},{"attributes":{"color":"black"},"insert":"Über Noncreature Spells entsteht ein stetig wachsendes Board an Token, während Raff als zentrales Element massiven Card-Draw generiert. Damit nimmt "},{"attributes":{"italic":true,"color":"black","bold":true},"insert":"Raff"},{"attributes":{"color":"black","bold":true},"insert":" eine entscheidende Doppelrolle "},{"attributes":{"color":"black"},"insert":"ein: "},{"insert":"\n"},{"attributes":{"color":"black"},"insert":" "},{"attributes":{"color":"black","bold":true},"insert":"kontinuierliche Value-Engine mit Early- und MidGame"},{"attributes":{"color":"black"},"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"black","bold":true},"insert":"strukturelle Wincon-Unterstützung im Lategame"},{"attributes":{"color":"black"},"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"black"},"insert":"Das Deck spielt sich, stringent in seiner Thematik und ist stabil im Aufbau."},{"insert":"\n\n"},{"attributes":{"color":"black"},"insert":"Die "},{"attributes":{"underline":true,"color":"black","bold":true},"insert":"Kernsynergien"},{"attributes":{"color":"black"},"insert":" verbinden eine "},{"attributes":{"color":"black","bold":true},"insert":"Spellslinger-Shell mit kontinuierlicher Tokenproduktion."},{"attributes":{"color":"black"},"insert":" Permanents wie "},{"attributes":{"color":"black","italic":true},"insert":"Monastery Mentor, Talrand, Kykar, Nadir Kraken, Poppet Stitcher, Chasm Skulker und Exalted Sunborn"},{"attributes":{"color":"black"},"insert":" transformieren nahezu jeden Spell in Boardpräsenz, während große Token-Schwärme durch "},{"attributes":{"color":"black","italic":true},"insert":"Storm Herd, Finale of Glory, Secure the Wastes oder Call the Coppercoats"},{"attributes":{"color":"black"},"insert":" entstehen. Das führt zu zwei fundamentalen Vorteilsachsen: "},{"attributes":{"color":"black","bold":true},"insert":"Token eröffnen direkte Combat-Winlines"},{"attributes":{"color":"black"},"insert":" und erzeugen gleichzeitig kontinuierliches Value über ihre schiere "},{"attributes":{"color":"black","bold":true},"insert":"Anzahl an permanenten Bodies."},{"insert":"\n\n"},{"attributes":{"color":"black"},"insert":"Zugleich interagiert der "},{"attributes":{"color":"black","bold":true},"insert":"Deckkern"},{"attributes":{"color":"black"},"insert":" eng mit "},{"attributes":{"color":"black","bold":true},"insert":"Raffs Draw-Loop"},{"attributes":{"color":"black"},"insert":". Dank effizienter Noncreature Spells wie "},{"attributes":{"color":"black","italic":true},"insert":"Brainstorm, Opt, Arcane Epiphany, Three Steps Ahead oder Mystical Tutor "},{"attributes":{"color":"black"},"insert":"wird Raff zuverlässig ausgelöst – ein wichtiger Motor für Card-Advantage, der sich bereits früh im Spiel auszahlt. Unterstützt wird das Ganze durch eine stark auf I"},{"attributes":{"color":"black","bold":true},"insert":"nstant-Speed ausgelegte Interaktionsschicht"},{"attributes":{"color":"black"},"insert":". Viele Spells funktionieren ideal im gegnerischen Zug, was nicht nur "},{"attributes":{"color":"black","bold":true},"insert":"z"},{"attributes":{"color":"black"},"insert":"usätzlichen Draw generiert, sondern auch Token ohne Verwundbarkeitspunkt erschafft und die Control-Linie stärkt. Counterspells wie "},{"attributes":{"color":"black","italic":true},"insert":"Mana Drain, Counterspell, Access Denied oder Abjure"},{"attributes":{"color":"black"},"insert":" sowie Schutzoptionen wie "},{"attributes":{"color":"black","italic":true},"insert":"Clever Concealment und Cyclonic Rift "},{"attributes":{"color":"black"},"insert":"bilden dabei die taktische Verteidigungsbasis. Für das Lategame stehen mit "},{"attributes":{"color":"black","italic":true},"insert":"Elesh Norn, Virtue of Loyalty und For the Emperor! "},{"attributes":{"color":"black"},"insert":"zudem effektive Buff-Layer bereit, die als kraftvolle Finisher fungieren, ohne den Deckplan zu überladen."},{"insert":"\n\n"},{"attributes":{"color":"black","bold":true},"insert":"Stärken:"},{"attributes":{"color":"black"},"insert":" extrem verlässlicher Card-Draw, robuste Interaktionsmöglichkeiten, hoher Schutzgrad durch Instant-Speed-Reaktionen und eine sehr stabile Manabasis. "},{"insert":"\n"},{"attributes":{"color":"black","bold":true},"insert":"Schwächen:"},{"attributes":{"color":"black"},"insert":" fehlende Geschwindigkeit der Wincons sowie der Sensibilität der Manakurve. Ohne Overrun-Effekte benötigen Token häufig mehrere Züge, um das Spiel zu beenden. Zudem liegt ein Großteil der Spells im Bereich von drei bis fünf Mana oder darüber, was das Deck im Earlygame etwas anfällig für Tempoverlust macht."},{"insert":"\n\n"},{"attributes":{"color":"black"},"insert":"Der"},{"attributes":{"color":"black","bold":true},"insert":" empfohlene Gameplan"},{"attributes":{"color":"black"},"insert":" ist daher eng an den Kurvenverlauf gekoppelt: "},{"insert":"\n"},{"attributes":{"color":"black"},"insert":"Im Earlygame gilt es, die Manabasis zu entwickeln, Raff möglichst früh ins Spiel zu bringen und mindestens eine Kreatur zu etablieren, um den Draw-Loop zu starten. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"black"},"insert":"Im Midgame sollte das Deck Interaktionsoptionen offenhalten, Tokenproduktion skalieren und möglichst evasion-basierte Token ins Spiel bringen, um stetigen Druck aufzubauen. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"black"},"insert":"Im Lategame entscheidet die Kombination aus explosiven Token-Swings und Buff-Effekten. Große Spells wie Finale of Glory oder Storm Herd eröffnen direkte Siegoptionen, während Virtue of Loyalty, Elesh Norn, Grand Crescendo und Clever Concealment sichere Wege bilden, bestehende Boards zu schützen und den finalen Schlag abzusichern."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"black"},"insert":"Insgesamt präsentiert sich das Deck als kontrollorientierte Value-Maschine mit hohem Skill-Ceiling, solider Geschwindigkeit, starker Ausdauer und einem klar definierten Endgame-Fokus – ein strukturiertes, synergiestarkes Konzept, das Raff optimal ausschöpft."},{"insert":"\n\n\n"}]}
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