Spoticus
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Commander
Size: 100Salt sum: 54.38
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Advantage
Nezahal, Primal Tide
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Legendary Creature - Elder Dinosaur

Thada Adel, Acquisitor
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Legendary Creature - Merfolk Rogue

Advantage
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Change Color
Change Color
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Color Value
Color Value
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Protection Blockers
Protection Blockers
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Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Removal
Amphin Mutineer
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Pirate Salamander

Removal
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Voltron w/ Protection
Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment

Sword of Truth and Justice
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Artifact - Equipment

Sword of War and Peace
Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Artifact - Equipment

Voltron w/ Protection
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Wincon
Wincon
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Maybeboard
Whim of Volrath
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Blind Seer - Deck 185 - A mini-primer WIP"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"In one sentence, what does this deck do?"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"\"The Blind Seer manipulates the color identities of permanents to gain protection from them to win with a voltron finish.\""},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Commander Haiku:"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"\"Red, blue, green, white, black"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"In the end, it is my choice,"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"I am in control.\""},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Stats (updated 4/7/21):"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Power Level: 6 (mid)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Solo: 0 wins, 0 losses"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Multiplayer: 1 wins, 4 losses"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"$387"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"100% owned, 95% real, $111 to finish"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"CMC 3.09"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Origins:"},{"insert":"\n\nI had the opportunity to play against a Blind Seer deck in Cockatrice and I was intrigued by the use of campy Fallen Empires cards like "},{"insert":{"card-link":"Homarid Shaman"}},{"insert":". I ordered one that day. It took awhile to build the deck. You have to balance how a deck like this wins beyond just having unique interactions. The only answer was voltron and protection. The balancing act with this deck was sifting through all the interactions on EDHREC for Blind Seer that did not actually work. A lot of rules checking with a deck like this. The most fun part about the Blind Seer is all the older cards that could be used.\n\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":"\n\n"},{"insert":{"card-link":"Blind Seer"}},{"insert":" is a very interesting card. He wants to gain advantage by changing the colors of permanents/spells. That is a unique ability, but is it good? I had to ask myself - how does a deck like this win? Through voltron, Blind Seer can become unblockable in almost any situation. This seemed like the logical route. You can also win with him through targeting others, but there are not many cards that can do that.\n\n"},{"attributes":{"bold":true},"insert":"Starting Hand:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Example 1: "},{"insert":{"card-link":"Traveler's Cloak"}},{"insert":" "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":" "},{"insert":{"card-link":"Sword of War and Peace"}},{"insert":" "},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" "},{"insert":{"card-link":"Blast Zone"}},{"insert":" "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" \nI was pretty happy to keep this hand, because it started with some protection and a sword as well as draw. Cannot complain. No ramp, but with the card advantage and the Cloak, I was in a happy place.\n\n"},{"attributes":{"bold":true},"insert":"Example 2: "},{"insert":{"card-link":"Sword of Light and Shadow"}},{"insert":" "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":" 2x, "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" "},{"insert":{"card-link":"Willbreaker"}},{"insert":" "},{"insert":{"card-link":"Amphin Mutineer"}},{"insert":" "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" \nStill no card draw in this hand, but psuedo ramp-with the Nykthos. I would not keep this hand. It is borderline with the wincon ready to go, but will have you starting the game off slowly.\n\n"},{"attributes":{"bold":true},"insert":"Example 3: "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":" 3x, "},{"insert":{"card-link":"Well-Laid Plans"}},{"insert":", "},{"insert":{"card-link":"Coast Watcher"}},{"insert":", "},{"insert":{"card-link":"Tidebinder Mage"}},{"insert":", "},{"insert":{"card-link":"Sword of Fire and Ice"}},{"insert":" \nThis I will keep. I have some card draw/removal with sword of fire and ice and some protection as well as early creatures to play. Enough lands to play + interaction + advantage = good enough for a starting hand.\n\n"},{"attributes":{"bold":true},"insert":"Gameplay:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Early Game:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Mid Game:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Late Game: "},{"insert":"This is where you finally play your "},{"insert":{"card-link":"Willbreaker"}},{"insert":" or "},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":". I have held these cards until late game to get them out of typical early game removal range. These cards get played when I want to win the game. At this point, you will hopefully get in that last bit of damage to seal the game.\n\n"},{"attributes":{"bold":true},"insert":"Winning the Game:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Non-Combat Win: "},{"insert":"I can perhaps get a scoop with a well-timed "},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" or "},{"insert":{"card-link":"Willbreaker"}},{"insert":". There are no infinite combos in this deck, or any ways to mill yourself or your opponents.\n\n"},{"attributes":{"bold":true},"insert":"Combat Win: "},{"insert":"This deck is built to win through evasive, protected combat damage. There are many creatures with built in protection, and the opportunity to give them more through the swords. This deck is not stompy. You have to bide your time however. You can sneak in the final 10 damage, and do damage along the way, but that is it. Most damage will be done in increments of 3 and 5, so do not become the archenemy. Of course, you do have cards like "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" and "},{"insert":{"card-link":"Chameleon Spirit"}},{"insert":" that break that 'not stompy' declaration.\n\n"},{"attributes":{"bold":true},"insert":"Flavor:"},{"insert":"\n\n\n"},{"attributes":{"bold":true},"insert":"Changelog:"},{"insert":"\n\n2/26/21 "},{"attributes":{"bold":true},"insert":"Remove "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", add "},{"insert":{"card-link":"Island"}},{"insert":". Not getting enough devotion to make it worthwhile."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2/25/21 "},{"attributes":{"bold":true},"insert":"Remove "},{"insert":{"card-link":"Treasure Cruise"}},{"insert":", add "},{"insert":{"card-link":"Gadwick, the Wizened"}},{"insert":" because I have not had any graveyard most games and I can get more draw with Gadwick and synergy with Willbreaker/Dismiss Into Dreams finisher."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2/24/21 "},{"attributes":{"bold":true},"insert":"Remove "},{"insert":{"card-link":"Heartstone"}},{"insert":" add "},{"insert":{"card-link":"Mulldrifter"}},{"insert":" for additional card advantage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Gamelog:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"2/25/21"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Opponents: "},{"insert":{"card-link":"Elsha of the Infinite"}},{"insert":" "},{"insert":{"card-link":"Cosima, God of the Voyage // The Omenkeel"}},{"insert":" (vehicles) "},{"insert":{"card-link":"Torbran, Thane of Red Fell"}},{"insert":" \nThe game started off with a hand I could work with. Early card draw through "},{"insert":{"card-link":"Sword of Fire and Ice"}},{"insert":", interaction with a "},{"insert":{"card-link":"Pongify"}},{"insert":" and plenty of lands to work with. Torbran seemed to be working with group slug, which is good enough for me to whittle my opponents down. With Torbran, we were all in the 20s and my pieces were still on the board. Terrible play - I knew that the Elsha player with a "},{"insert":{"card-link":"Counterbalance"}},{"insert":" and a 3 CMC topdeck and cast a "},{"insert":{"card-link":"Sword of Feast and Famine"}},{"insert":" to have it immediately countered......By turn 6 we were all low, 16, 16 (me), 3 and 5. Was a close game. By the end it was down to vehicles vs. me with the "},{"insert":{"card-link":"Willbreaker"}},{"insert":" r still in my hand and ready to go. I was able to use that to my advantage and steal defenders at the end to win 7-0. Great game.\n"},{"attributes":{"bold":true},"insert":"Card Rewards: "},{"insert":{"card-link":"Buried Ruin"}},{"insert":", "},{"insert":{"card-link":"Gadwick, the Wizened"}},{"insert":", "},{"insert":{"card-link":"Mulldrifter"}},{"insert":", "},{"insert":{"card-link":"Trophy Mage"}},{"insert":", "},{"insert":{"card-link":"Field of Ruin"}},{"insert":", "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"2/24/21 - Loss"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Opponents: "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" (mill), "},{"insert":{"card-link":"Xyris, the Writhing Storm"}},{"insert":" (mill), "},{"insert":{"card-link":"Kruphix, God of Horizons"}},{"insert":" \nThe game started off well with a good hand, but a slow start with no ramp. Each opponent got off to a much faster start than I did, with no board state after three turns. Tried to lay low early. Kruphix went off and was a problem for the table. Kruphix won turn 5 after a mass concede.\n"},{"attributes":{"bold":true},"insert":"Card Rewards: "},{"insert":{"card-link":"Willbreaker"}},{"insert":" "},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" "},{"insert":{"card-link":"Blast Zone"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"2/24/21 - Loss"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Opponents: "},{"insert":{"card-link":"Rune-Tail, Kitsune Ascendant // Rune-Tail's Essence"}},{"insert":", "},{"insert":{"card-link":"Morophon, the Boundless"}},{"insert":" (giant tribal), "},{"insert":{"card-link":"Averna, the Chaos Bloom"}},{"insert":" (landfall)\nThe game started off without any one player going crazy. Got an early game "},{"insert":{"card-link":"Thada Adel, Acquisitor"}},{"insert":" that I hoped would provide me with the ramp to use "},{"insert":{"card-link":"Willbreaker"}},{"insert":" effectively. Unfortunately an early "},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":" slowed down that plan. Thada did end up getting 2 rings and a mana crypt, and other than card advantage (gets me every game so far), the deck worked well in the first several turns. The Averna deck conceded early, leaving the Rune-Tail as the threat at the table. There was a good back and forth, but Rune-Tail took control with a good amount of value removal. This deck needs more card advantage.\n\n\n\n"}]}

















































































