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Commander
Size: 100Salt sum: 54.38
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413 views13 months ago
Commander
Size: 100Salt sum: 54.38
No deck tags

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Commander

Qty: 1 Price: $0.99
Blind Seer
: Target spell or permanent becomes the color of your choice until end of turn.
Legendary Creature - Human Wizard
Blind Seer (inv) 47

Commander

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Advantage

Qty: 9 Price: $51.11
Arcanis the Omnipotent
: Draw three cards.
: Return Arcanis to its owner's hand.
Legendary Creature - Wizard
Arcanis the Omnipotent (ons) 66
Azami, Lady of Scrolls
Tap an untapped Wizard you control: Draw a card.
Legendary Creature - Human Wizard
Azami, Lady of Scrolls (chk) 52
Blue Sun's Zenith
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
Instant
Blue Sun's Zenith (mbs) 20
Fact or Fiction
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Fact or Fiction (inv) 57
Gadwick, the Wizened
When Gadwick enters, draw X cards.
Whenever you cast a blue spell, tap target nonland permanent an opponent controls.
Legendary Creature - Human Wizard
Gadwick, the Wizened (eld) 344
Mulldrifter
Flying
When this creature enters, draw two cards.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Mulldrifter (c20) 117
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.
Legendary Creature - Elder Dinosaur
Nezahal, Primal Tide (cmr) 401
Shimmer Dragon
Flying
As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.)
Tap two untapped artifacts you control: Draw a card.
Creature - Dragon
Shimmer Dragon (eld) 317
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.
Legendary Creature - Merfolk Rogue
Thada Adel, Acquisitor (wwk) 40

Advantage

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Change Color

Qty: 4 Price: $5.22
Shifting Sky
As this enchantment enters, choose a color.
All nonland permanents are the chosen color.
Enchantment
Shifting Sky (pls) 32
Sway of Illusion
Any number of target creatures become the color of your choice until end of turn.
Draw a card.
Instant
Sway of Illusion (inv) 77
Tidal Visionary
: Target creature becomes the color of your choice until end of turn.
Creature - Wizard Merfolk
Tidal Visionary (inv) 80
Vodalian Mystic
: Target instant or sorcery spell becomes the color of your choice.
Creature - Wizard Merfolk
Vodalian Mystic (apc) 33

Change Color

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Color Value

Qty: 5 Price: $4.05
Homarid Shaman
: Tap target green creature.
Creature - Shaman Homarid
Homarid Shaman (fem) 20
King Crab
,
: Put target green creature on top of its owner's library.
Creature - Crab
King Crab (ulg) 34
Llawan, Cephalid Empress
When Llawan enters, return all blue creatures your opponents control to their owners' hands.
Your opponents can't cast blue creature spells.
Legendary Creature - Octopus Noble
Llawan, Cephalid Empress (tor) 42
Tidebinder Mage
When this creature enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Creature - Wizard Merfolk
Tidebinder Mage (ddt) 22
Wash Out
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Wash Out (inv) 87

Color Value

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Land

Qty: 36 Price: $67.54
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (2xm) 309
Blast Zone
This land enters with a charge counter on it.
: Add
.
,
: Put X charge counters on this land.
,
, Sacrifice this land: Destroy each nonland permanent with mana value equal to the number of charge counters on this land.
Land
Blast Zone (war) 244
Buried Ruin
: Add
.
,
, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Land
Buried Ruin (2xm) 312
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.
Land
Demolition Field (bro) 260
Detection Tower
: Add
.
,
: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Land
Detection Tower (m19) 249
Ghost Quarter
: Add
.
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Land
Ghost Quarter (md1) 26
Glasspool Mimic
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Creature - Rogue Shapeshifter
Glasspool Mimic // Glasspool Shore (znr) 60Glasspool Mimic // Glasspool Shore (znr) 60
Island
(
: Add
.)
Basic Land - Island
Island (inv) 335
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
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (cmr) 489
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (c20) 306
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (cmr) 361

Land

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Protection

Qty: 6 Price: $26.60
Collective Restraint
Domain — Creatures can't attack you unless their controller pays
for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
Enchantment
Collective Restraint (inv) 49
Counterspell
Counter target spell.
Instant
Counterspell (wc98) rb57
Douse
: Counter target red spell.
Enchantment
Douse (usg) 70
Negate
Counter target noncreature spell.
Instant
Negate (ss1) 7
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.)
Artifact - Equipment
Swiftfoot Boots (c20) 254
Well-Laid Plans
Prevent all damage that would be dealt to a creature by another creature if they share a color.
Enchantment
Well-Laid Plans (inv) 88

Protection

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Protection Blockers

Qty: 5 Price: $1.75
Cerulean Drake
Flying
Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.)
Sacrifice this creature: Counter target spell that targets you.
Creature - Drake
Cerulean Drake (m20) 53
Coast Watcher
Flying, protection from green
Creature - Soldier Bird
Coast Watcher (scg) 30
Sea Sprite
Flying, protection from red
Creature - Faerie
Sea Sprite (hml) 38
Treetop Sentinel
Flying, protection from green
Creature - Soldier Bird
Treetop Sentinel (ody) 111
Weatherseed Faeries
Flying, protection from red
Creature - Faerie
Weatherseed Faeries (ulg) 48

Protection Blockers

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Ramp

Qty: 10 Price: $48.02
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (sld) 201
Burnished Hart
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creature Artifact - Elk
Burnished Hart (khc) 98
Caged Sun
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
Artifact
Caged Sun (nph) 132
Gilded Lotus
: Add three mana of any one color.
Artifact
Gilded Lotus (sld) 205
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (fem) 18b
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.
Artifact
Midnight Clock (eld) 54
Scuttlemutt
: Add one mana of any color.
: Target creature becomes the color or colors of your choice until end of turn.
Creature Artifact - Scarecrow
Scuttlemutt (m20) 238
Sol Ring
: Add
.
Artifact
Sol Ring (c20) 252
Sword of the Animist
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment
Sword of the Animist (pori) 240p
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (cmr) 346

Ramp

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Removal

Qty: 9 Price: $22.23
Aether Gust
Choose target spell or permanent that's red or green. Its owner puts it on their choice of the top or bottom of their library.
Instant
Aether Gust (m20) 42
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.)
Creature - Pirate Salamander
Amphin Mutineer (cmr) 55
Blue Elemental Blast
Choose one —
• Counter target red spell.
• Destroy target red permanent.
Instant
Blue Elemental Blast (ss1) 2
Distorting Wake
Return X target nonland permanents to their owners' hands.
Sorcery
Distorting Wake (inv) 52
Flash Flood
Choose one —
• Destroy target red permanent.
• Return target Mountain to its owner's hand.
Instant
Flash Flood (leg) 57
Hydroblast
Choose one —
• Counter target spell if it's red.
• Destroy target permanent if it's red.
Instant
Hydroblast (ice) 72
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tsr) 79
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (frf) 46
Repulse
Return target creature to its owner's hand.
Draw a card.
Instant
Repulse (inv) 70

Removal

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Tutor

Qty: 1 Price: $2.29
Trophy Mage
When this creature enters, you may search your library for an artifact card with mana value 3, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Trophy Mage (paer) 48

Tutor

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Value

Qty: 1 Price: $14.99
Empress Galina
,
: Gain control of target legendary permanent. (This effect lasts indefinitely.)
Legendary Creature - Merfolk Noble
Empress Galina (inv) 54

Value

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Voltron w/ Protection

Qty: 10 Price: $249.26
Blackblade Reforged
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature

Equip
Legendary Artifact - Equipment
Blackblade Reforged (ss2) 8
Commander's Plate
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander

Equip
Artifact - Equipment
Commander's Plate (cmr) 305
Sword of Body and Mind
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip
Artifact - Equipment
Sword of Body and Mind (2xm) 295
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (md1) 10
Sword of Fire and Ice
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip
Artifact - Equipment
Sword of Fire and Ice (2xm) 297
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
Artifact - Equipment
Sword of Light and Shadow (2xm) 298
Sword of Sinew and Steel
Equipped creature gets +2/+2 and has protection from black and from red.
Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact.
Equip
Artifact - Equipment
Sword of Sinew and Steel (mh1) 228
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
Artifact - Equipment
Sword of Truth and Justice (mh1) 229
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
Artifact - Equipment
Sword of War and Peace (2xm) 300
Traveler's Cloak
Enchant creature
As this Aura enters, choose a land type.
When this Aura enters, draw a card.
Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
Enchantment - Aura
Traveler's Cloak (inv) 83

Voltron w/ Protection

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Wincon

Qty: 3 Price: $4.53
Chameleon Spirit
As this creature enters, choose a color.
Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.
Creature - Spirit Illusion
Chameleon Spirit (mmq) 65
Dismiss into Dream
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
Enchantment
Dismiss into Dream (m14) 50
Willbreaker
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
Creature - Human Wizard
Willbreaker (ori) 84

Wincon

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Maybeboard

Qty: 15 Price: $203.82
Alter Reality
Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Alter Reality (tor) 22
Consecrated Sphinx
Flying
Whenever an opponent draws a card, you may draw two cards.
Creature - Sphinx
Consecrated Sphinx (sld) 165
Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Sorcery
Curse of the Swine (khc) 37
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 (2xm) 47
Heartstone
Activated abilities of creatures cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
Artifact
Heartstone (sth) 134
Hibernation
Return all green permanents to their owners' hands.
Instant
Hibernation (8ed) 82
Inundate
Return all nonblue creatures to their owners' hands.
Sorcery
Inundate (eve) 25
Jaded Response
Counter target spell if it shares a color with a creature you control.
Instant
Jaded Response (apc) 26
Mind Harness
Enchant red or green creature
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
You control enchanted creature.
Enchantment - Aura
Mind Harness (mir) 78
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (c20) 292
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 (plst) THS-223
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (gk2) 109
Shadowspear
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
Legendary Artifact - Equipment
Shadowspear (thb) 236
Tidal Control
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Pay 2 life or
: Counter target red or green spell. Any player may activate this ability.
Enchantment
Tidal Control (all) 40
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.")
Instant
Whim of Volrath (tmp) 102

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
68 pips - 47 cards
34 mana - 32 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
12 mana - 11 cards
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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"}]}
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