704 views6 days ago
Commander
Size: 100Salt sum: 42.53
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unne

704 views6 days ago
Commander
Size: 100Salt sum: 42.53

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{"ops":[{"insert":"Welcome to my favorite deck! "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Gameplan tldr: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGo wide"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Make Mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Win game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck started out as a meme pile of jank until I then realized that it is insanely strong and resilient. It is by the letter of the law a bracket 3 deck but can hang with bracket 4 and I generally only play it in the upper ranges of bracket 3. It can be easily powered down to mid bracket 3/ bracket 2 by taking out the big mana engines (nykthos and three tree city) and taking out the game changers. Cutting these cards and the ways of tutoring them also opens up slots for the insane amount of other cards which are viable for this deck. This is a working decklist and currently the best performing version for my playstyle.\n\n"},{"attributes":{"bold":true},"insert":"Gameplay"},{"attributes":{"header":2},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Step 1: Go wide / get out Delney"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFirst step is to establish a board state. The best cards to enable quick explosive boardstates are charismatic conqueror and ocelot pride. Ocelot pride being better when thrown out turn one and charismatic conqueror scaling insane towards the end of the game. Because of the insane power of charismatic conqueror we run every possible effect to reasonably tutor him as seen below. If we are not going the explosive way we can just slowly generate a big boardstate always with the focus on generating card advantage and building our devotion to enable Nykthos / Evangel & Hoplite to turn the corner later. Evangel and Hoplite are our two late game finishers to generate huge amount of tokens in the late game. \nSince we are so dependent on a bigger board the list runs only asymetrical boardwipes and a LOT of protection from opposing boardwipes.\n\nFurthermore we need to get out Delney as quick as possible to have the double trigger benefit for all following cards. Because of this I sometimes hold a cantrip creature until after I have delney onboard. But running the amount of cantrip and general card draw creatures guarantees to get out Delney by turn 3.\n\n"},{"attributes":{"bold":true},"insert":"Step 2: Make mana"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck is able to make huge amounts of mana thanks to Nykthos and Three tree city. But these require a big boardstate which is why we focus on making mana after already having an established boardstate. The caveat being that this mana can be wiped out by one good timed board wipe. So fallbacks for more slower but resilient ramp are Deep gnome terramancer (which does not double trigger with Delney but is still great), Solemn simulacrum, Kor cartographer and Knight of the white orchid. If we have an established boardstate and one of our big mana generators in hand it makes sense to hold them if we can until we have a finisher in hand to not pull too much attention to us.\n\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Step 3: Win the game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAfter establishing our board and mana all we need to do is find a way to win the game. The main finishers in the Deck are Moonshaker cavalry, Mirror entity and Champions from beyond (also Skyhunter strikeforce which is currently not in the deck). "},{"attributes":{"bold":true},"insert":"Moonshaker"},{"insert":" is straghtup white Craterhoof behemoth and almost always does the job once it is put on the stack. My most explosive wins happen with an early Ocelot/Conqueror into Three tree city and Moonshaker, GG. But the main problem with Moonshaker is that its not too synergistic with the rest of our deck and we have no way of tutoring it up unlike the other wincons.\n\nNow to the star of the Deck: "},{"attributes":{"bold":true},"insert":"Mirror entity. "},{"insert":"This is my goto and most synergistic finisher for the deck. Once we did step 1 & 2 we have a lot of ways to get to it (as seen below). The best part about Mirror entity is that it triggers all of our card draw engines because it is a 1/1, can be found by any creature specific tutor because it is a changeling and it is really hard to deal with. If we have enough mana to pump up our creatures to win the game we have won once it hits our board during our turn. If our opponents have no interaction anyway a neat trick to do with Delney is to declare attackers while the creatures are still small and virtually unblockable because of Delney, then pump them up with Mirror entity after blocks and before damage. Also it is more or less immune to removal in the winning turn since we can just activate in response and win the game from there. Also in some cases it can save us from a -x/-x board wipe.\n\nLast are Champions from beyond and Skyhunter strikeforce (currently not in deck). Champions from beyond has the nice effect of being tutorable by enlightened tutor and also just being a good deploy early on to make tokens and generate card advantage through attacking. Strikeforce can be tutored by Recruiter of the guard, triggers our engines and with delney on the board gives our creatures +6/+6 in combat because melee is a triggered ability. The big downside of these two wincons is, that they are both really susceptible for removal and can can therefore be a blowout. \n\n\n"},{"attributes":{"bold":true},"insert":"Key Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThese are the cards that execute the gameplan of the deck the best and that I am always looking for first to get to a win.\n\n"},{"attributes":{"bold":true},"insert":"Charismatic conqueror"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Can be tutored by"},{"insert":": Recruiter of the guard, Forerunner of the legion\n\nBest token engine in the deck. Double triggers with Delney lead to the decision 1 token or 2 since the tapping is a cost and if the opponent choses to tap for the first trigger they cannot tap for the second one. Funny enough people start to not care at all after you have 8-10 tokens. Best synergy with the weenie etb. draw engines (Enduring innocence, Tocasias welcome, Welcoming vampire, Rumor gatherer) since this enables them to trigger in opponents turns. Also once it has done it's job since it is a 2 drop it can be converted with Pyre of Heroes into Mirror entity -> win. \n\n"},{"attributes":{"bold":true},"insert":"Nykthos / Three tree city"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Can be tutored by"},{"insert":": Expedition map, Urzas cave, Weathered wayfarer, Search for glory, Recruiter -> Wayfarer, Urzas saga into e-map, Enlightened Tutor -> e-map\n\nAs mentioned above the best Mana engines in the game. Regularily enables you to go from 5 -> 15+ mana. Since they are so powerfull we also run Deserted temple to be able to untap and produce even more mana. Also if you do not have Conqueror or Ocelot pride it is always worth to play City on Human since the deck runs mostly Humans and our late game tokens also generate Humans. \n\n"},{"attributes":{"bold":true},"insert":"Mirror entity"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Can be tutored by"},{"insert":": Forerunner of the legion, Recruiter of the guard, Pyre of heroes, Maelstrom of the spirit dragon, e-map / urzas cave / urzas saga / wayfarer -> Maelstrom\n\nMost reliable and synergistic finisher in the deck. Can be tutored by the most cards and is resilient against removal and counterspells since all of our recursion also hits it. Once it is on the board and we have enough mana the game is over. Should not be played proactively without the intent to win in the same turn tho. Also since it is a changeling every single one of our 2 drops can be converted into it with Pyre of Heroes.\n\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Consistency"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck is surprisingly consistent at executing the three steps mentioned above to get to a win. We have a lot of tutors for the value engines we need the most to execute our game plan and A LOT of card draw. I have optimized the decklist to enable good mulligans and it is rare that I have to go below 6 to get to a great hand. And even then we can always get back into the game with Esper or simply 2 lands and Conqueror.\n\nResiliency"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAdding to the consistency is the resiliency. This is the reason for running all of the other cards not mentioned earlier. MVPs here are the Soul warden type effects which quickly get out of hand in this deck but are mainly there to enable us to comfortably get into the late game without people being able to pressure our life total. Also we run quite a lot of recursion which can enable us to go from 0 back to 100 really quick if a wrath caught us off guard. But even better is to prevent it in the first place:)\n\n\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe only real chokepoints of the deck are people aggressively wrathing without us finding recursion/protection and voltron strategies. For pure voltron we still run enough removal to kill them and my main tech piece here is Orims chant, but I have had cases of being killed in the lategame by a hexproofed huge commander, which gets around Flare of fortitude. Other than that there are not too many weaknesses that we cannot deal with since Delney is an insane value engine and the deck is built around them but all the cards we run are also just good without them.\n\n\n"},{"attributes":{"bold":true},"insert":"Tutors & targets"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\nExpedition Map, Weathered wayfarer, Urzas cave"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed mana?: Nykthos, Three tree city, Deserted temple (if you already have the others)\n\nNeed protection / removal?: Talon gates, Kor haven\n\nWant to win the game?: Maelstrom of the spirit dragon -> Mirror entity\n\n\nEnlightened tutor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed mana?: Sol ring, Expedition map, Medallion, Solemn, Land Tax, Ancient den\n\nNeed cards?: Enduring innocence, Tocasias welcome, Esper sentinel, Splitskin doll\n\nNeed creatures?: Illustrious wanderglyph, Pyre of heroes\n\nNeed protection?: Meekstone\n\nWant to win the game?: Pyre of heroes, Urzas saga -> Expedition map -> Maelstrom -> Mirror entity, Champions from beyond\n\n\nForerunner of the legion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed creatures?: Charismatic conqueror\n\nNeed cards?: Welcoming vampire\n\nWant to win?: Mirror entity\n\nNote: With Delney + etb draw effect you can sequence the triggers to: Tutor, draw, tutor and get both cards\n\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Search for glory"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed mana?: Nykthos, Three tree city\n\nNeed cards?: Loran, Tataru\n\nNeed removal/ protection: Loran, Kor haven\n\n\nRecruiter of the guard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGet whatever you need except Moonshaker and other creatures with toughnes > 2. Evangel of Heliod cannot be tutored with it but Reverent hoplite can!\n\n"},{"attributes":{"underline":true},"insert":"Common pairings for me to get:"},{"insert":"\n\nHoplite + Ocelot pride = make an ungodly amount of token and life with soul warden effect\n\nHoplite + Rumor gatherer = make enough tokens to win and almost guaranteed to find finisher or tutor for finisher\n\nHoplite + Charming prince = insane amount of tokens and another 2 tutors\n\n\nPyre of heroes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nConvert any 2 drop into Mirror entity & get whatever suits the situation\n\n\nFeel free to share and comment, thank you!\n"}]}

Commander

Qty: 1 Price: $84.99
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 378

Commander

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Draw

Qty: 14 Price: $488.46
Archivist of Oghma
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature - Cleric Halfling
Archivist of Oghma (pclb) 4s
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer
Enduring Innocence (dsk) 396
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
Helpful Hunter
When this creature enters, draw a card.
Creature - Cat
Helpful Hunter (fdn) 16
Kindly Customer
When this creature enters, draw a card.
Creature - Human Citizen
Kindly Customer (tle) 79
Militia Bugler
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Human Soldier
Militia Bugler (pm19) 29
Rumor Gatherer
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
Creature - Wizard Elf
Rumor Gatherer (snc) 463
Spirited Companion
When this creature enters, draw a card.
Creature Enchantment - Dog
Spirited Companion (neo) 508
Splitskin Doll
When this creature enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
Creature Artifact - Toy
Splitskin Doll (dsk) 33
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf
Tataru Taru (fic) 30
The Queen of Dale
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Legendary Creature - Human Noble
The Queen of Dale (hob) 24
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (pbro) 30s
Wall of Omens
Defender
When this creature enters, draw a card.
Creature - Wall
Wall of Omens (f11) 3
Welcoming Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Creature - Vampire
Welcoming Vampire (pvow) 46★

Draw

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Finisher

Qty: 3 Price: $217.97
Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment
Champions from Beyond (fic) 11
Mirror Entity
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Creature - Shapeshifter
Mirror Entity (tsr) 297
Moonshaker Cavalry
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Knight Spirit
Moonshaker Cavalry (sch) 17

Finisher

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Flicker

Qty: 3 Price: $21.47
Airbender Ascension
When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Enchantment
Airbender Ascension (tla) 364
Cloudshift
Exile target creature you control, then return that card to the battlefield under your control.
Instant
Cloudshift (a25) 7
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant
Ephemerate (h1r) 1

Flicker

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Instant

Qty: 1 Price: $14.99
Erode
Destroy target creature or planeswalker. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Erode (sos) 310

Instant

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Land

Qty: 26 (27 w/ MDFC)Price: $298.74
Ancient Den
: Add
.
Artifact Land
Ancient Den (tsr) 403
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 345
Plains
(
: Add
.)
Basic Land - Plains
Plains (mmq) 333
Winding Canyons
: Add
.
,
: You may cast creature spells this turn as though they had flash.
Land
Winding Canyons (wth) 167

Land

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Lifegain

Qty: 5 Price: $149.95
Auriok Champion
Protection from black and from red
Whenever another creature enters, you may gain 1 life.
Creature - Human Cleric
Auriok Champion (5dn) 3
Guide of Souls
Whenever another creature you control enters, you gain 1 life and get
(an energy counter).
Whenever you attack, you may pay
. When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric
Guide of Souls (pmh3) 29s
Soul Warden
Whenever another creature enters, you gain 1 life.
Creature - Human Cleric
Soul Warden (sld) 1708
Soul's Attendant
Whenever another creature enters, you may gain 1 life.
Creature - Human Cleric
Soul's Attendant (sld) 7147
Suture Priest
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
Creature - Cleric Phyrexian
Suture Priest (nph) 25

Lifegain

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Protection

Qty: 7 Price: $312.94
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 (fic) 236
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
Kor Haven
: Add
.
,
: Prevent all combat damage that would be dealt by target attacking creature this turn.
Legendary Land
Kor Haven (p30a) 8
Meekstone
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Artifact
Meekstone (7ed) 307★
Orim's Chant
Kicker
(You may pay an additional
as you cast this spell.)
Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.
Instant
Orim's Chant (sld) 2669
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 82
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 (sld) 1691

Protection

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Ramp

Qty: 16 Price: $1364.85
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (v12) 1
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) 607
Deserted Temple
: Add
.
,
: Untap target land.
Land
Deserted Temple (ody) 320
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (2xm) 359
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 15
Knight of the White Orchid
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Creature - Human Knight
Knight of the White Orchid (sld) 7139
Kor Cartographer
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Scout Kor
Kor Cartographer (zen) 18
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (g10) 5
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 (ths) 223
Pearl Medallion
White spells you cast cost
less to cast.
Artifact
Pearl Medallion (plst) TMP-300
Search for Glory
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each
spent to cast this spell. (
is mana from a snow source.)
Snow Sorcery
Search for Glory (khm) 340
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 1494
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (tsr) 400
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 337
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) 380
Weathered Wayfarer
,
: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Creature - Human Cleric Nomad
Weathered Wayfarer (ons) 59

Ramp

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Recursion

Qty: 3 Price: $46.97
Ascend from Avernus
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
Sorcery
Ascend from Avernus (clb) 554
Raise the Past
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
Sorcery
Raise the Past (fdn) 369
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

Recursion

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Removal

Qty: 8 Price: $182.92
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for
rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery
Avatar's Wrath (tla) 365
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (bro) 304
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
Solitude
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Creature - Elemental Incarnation
Solitude (h2r) 3
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (dmr) 275
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) 757
White Orchid Phantom
Flying, first strike
When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Spirit
White Orchid Phantom (mh3) 396
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Removal

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Tokens

Qty: 6 Price: $254.44
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) 38
Evangel of Heliod
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each
in the mana costs of permanents you control counts toward your devotion to white.)
Creature - Human Cleric
Evangel of Heliod (ths) 11
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 (peoe) 15s
Illustrious Wanderglyph
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Creature Artifact - Golem
Illustrious Wanderglyph (lcc) 21
Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat
Ocelot Pride (mh3) 394
Reverent Hoplite
When this creature enters, create a number of 1/1 white Human Soldier creature tokens equal to your devotion to white. (Each
in the mana costs of permanents you control counts toward your devotion to white.)
Creature - Human Soldier
Reverent Hoplite (thb) 33

Tokens

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Tutor

Qty: 5 Price: $83.95
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 263
Forerunner of the Legion
When this creature enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top.
Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
Creature - Knight Vampire
Forerunner of the Legion (rix) 9
Maelstrom of the Spirit Dragon
: Add
.
: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
,
, Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
Land
Maelstrom of the Spirit Dragon (tdm) 326
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (mh3) 395
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234

Tutor

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Maybeboard

Qty: 31 Price: $363.89
Assemble the Players
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Enchantment
Assemble the Players (mkm) 3
Aven Interrupter
Flash
Flying
When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)
Spells your opponents cast from graveyards or from exile cost
more to cast.
Creature - Bird Rogue
Aven Interrupter (otj) 4
Charitable Levy
Noncreature spells cost
more to cast.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Enchantment
Charitable Levy (mh3) 390
Crackdown
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.
Enchantment
Crackdown (mb2) 146
Daxos, Blessed by the Sun
Daxos's toughness is equal to your devotion to white. (Each
in the mana costs of permanents you control counts toward your devotion to white.)
Whenever another creature you control enters or dies, you gain 1 life.
Legendary Creature Enchantment - Demigod
Daxos, Blessed by the Sun (mul) 132
Dowsing Dagger
When this Equipment enters, target opponent creates two 0/2 green Plant creature tokens with defender.
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage to a player, you may transform this Equipment.
Equip
Artifact - Equipment
Dowsing Dagger // Lost Vale (plst) XLN-235Dowsing Dagger // Lost Vale (plst) XLN-235
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Mother of Machines (one) 10
Emeria, the Sky Ruin
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add
.
Land
Emeria, the Sky Ruin (sld) 1291
Ethereal Haze
Prevent all damage that would be dealt by creatures this turn.
Instant - Arcane
Ethereal Haze (chk) 9
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (mkc) 64
Felidar Guardian
When this creature enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
Creature - Beast Cat
Felidar Guardian (plst) AER-19
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (chk) 10
Helping Hand
Return target creature card with mana value 3 or less from your graveyard to the battlefield tapped.
Sorcery
Helping Hand (lci) 17
Karmic Guide
Flying, protection from black
Echo
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit
Karmic Guide (voc) 90
Kinscaer Sentry
First strike, lifelink
Whenever this creature attacks, you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is the number of attacking creatures you control.
Creature - Soldier Kithkin
Kinscaer Sentry (ecl) 300
Mentor of the Meek
Whenever another creature you control with power 2 or less enters, you may pay
. If you do, draw a card.
Creature - Human Soldier
Mentor of the Meek (inr) 34
Michiko Konda, Truth Seeker
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent of their choice.
Legendary Creature - Human Advisor
Michiko Konda, Truth Seeker (sld) 259
Oblation
The owner of target nonland permanent shuffles it into their library, then draws two cards.
Instant
Oblation (ons) 46
Oketra's Monument
White creature spells you cast cost
less to cast.
Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.
Legendary Artifact
Oketra's Monument (dmc) 188
Phelia, Exuberant Shepherd
Flash
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Legendary Creature - Dog
Phelia, Exuberant Shepherd (mh3) 40
Retribution of the Meek
Destroy all creatures with power 4 or greater. They can't be regenerated.
Sorcery
Retribution of the Meek (vis) 19
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (eos) 82
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (tdc) 103
Skyhunter Strike Force
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Lieutenant — As long as you control your commander, other creatures you control have melee.
Creature - Knight Cat
Skyhunter Strike Force (onc) 31
Terrain Generator
: Add
.
,
: You may put a basic land card from your hand onto the battlefield tapped.
Land
Terrain Generator (nem) 143
Thespian's Stage
: Add
.
,
: This land becomes a copy of target land, except it has this ability.
Land
Thespian's Stage (rvr) 466
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (sld) 1665
Trouble in Pairs
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment
Trouble in Pairs (mkc) 326
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212
Werefox Bodyguard
Flash
When this creature enters, exile up to one other target non-Fox creature until this creature leaves the battlefield.
, Sacrifice this creature: You gain 2 life.
Creature - Knight Elf Fox
Werefox Bodyguard (woe) 39

Maybeboard

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Deck Info

Deck stats

78 pips - 60 cards
28 mana - 28 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
0 mana - 3 cards
0 pips - 0 cards
14 mana - 12 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Welcome to my favorite deck! "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Gameplan tldr: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGo wide"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Make Mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Win game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck started out as a meme pile of jank until I then realized that it is insanely strong and resilient. It is by the letter of the law a bracket 3 deck but can hang with bracket 4 and I generally only play it in the upper ranges of bracket 3. It can be easily powered down to mid bracket 3/ bracket 2 by taking out the big mana engines (nykthos and three tree city) and taking out the game changers. Cutting these cards and the ways of tutoring them also opens up slots for the insane amount of other cards which are viable for this deck. This is a working decklist and currently the best performing version for my playstyle.\n\n"},{"attributes":{"bold":true},"insert":"Gameplay"},{"attributes":{"header":2},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Step 1: Go wide / get out Delney"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFirst step is to establish a board state. The best cards to enable quick explosive boardstates are charismatic conqueror and ocelot pride. Ocelot pride being better when thrown out turn one and charismatic conqueror scaling insane towards the end of the game. Because of the insane power of charismatic conqueror we run every possible effect to reasonably tutor him as seen below. If we are not going the explosive way we can just slowly generate a big boardstate always with the focus on generating card advantage and building our devotion to enable Nykthos / Evangel & Hoplite to turn the corner later. Evangel and Hoplite are our two late game finishers to generate huge amount of tokens in the late game. \nSince we are so dependent on a bigger board the list runs only asymetrical boardwipes and a LOT of protection from opposing boardwipes.\n\nFurthermore we need to get out Delney as quick as possible to have the double trigger benefit for all following cards. Because of this I sometimes hold a cantrip creature until after I have delney onboard. But running the amount of cantrip and general card draw creatures guarantees to get out Delney by turn 3.\n\n"},{"attributes":{"bold":true},"insert":"Step 2: Make mana"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck is able to make huge amounts of mana thanks to Nykthos and Three tree city. But these require a big boardstate which is why we focus on making mana after already having an established boardstate. The caveat being that this mana can be wiped out by one good timed board wipe. So fallbacks for more slower but resilient ramp are Deep gnome terramancer (which does not double trigger with Delney but is still great), Solemn simulacrum, Kor cartographer and Knight of the white orchid. If we have an established boardstate and one of our big mana generators in hand it makes sense to hold them if we can until we have a finisher in hand to not pull too much attention to us.\n\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Step 3: Win the game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAfter establishing our board and mana all we need to do is find a way to win the game. The main finishers in the Deck are Moonshaker cavalry, Mirror entity and Champions from beyond (also Skyhunter strikeforce which is currently not in the deck). "},{"attributes":{"bold":true},"insert":"Moonshaker"},{"insert":" is straghtup white Craterhoof behemoth and almost always does the job once it is put on the stack. My most explosive wins happen with an early Ocelot/Conqueror into Three tree city and Moonshaker, GG. But the main problem with Moonshaker is that its not too synergistic with the rest of our deck and we have no way of tutoring it up unlike the other wincons.\n\nNow to the star of the Deck: "},{"attributes":{"bold":true},"insert":"Mirror entity. "},{"insert":"This is my goto and most synergistic finisher for the deck. Once we did step 1 & 2 we have a lot of ways to get to it (as seen below). The best part about Mirror entity is that it triggers all of our card draw engines because it is a 1/1, can be found by any creature specific tutor because it is a changeling and it is really hard to deal with. If we have enough mana to pump up our creatures to win the game we have won once it hits our board during our turn. If our opponents have no interaction anyway a neat trick to do with Delney is to declare attackers while the creatures are still small and virtually unblockable because of Delney, then pump them up with Mirror entity after blocks and before damage. Also it is more or less immune to removal in the winning turn since we can just activate in response and win the game from there. Also in some cases it can save us from a -x/-x board wipe.\n\nLast are Champions from beyond and Skyhunter strikeforce (currently not in deck). Champions from beyond has the nice effect of being tutorable by enlightened tutor and also just being a good deploy early on to make tokens and generate card advantage through attacking. Strikeforce can be tutored by Recruiter of the guard, triggers our engines and with delney on the board gives our creatures +6/+6 in combat because melee is a triggered ability. The big downside of these two wincons is, that they are both really susceptible for removal and can can therefore be a blowout. \n\n\n"},{"attributes":{"bold":true},"insert":"Key Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThese are the cards that execute the gameplan of the deck the best and that I am always looking for first to get to a win.\n\n"},{"attributes":{"bold":true},"insert":"Charismatic conqueror"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Can be tutored by"},{"insert":": Recruiter of the guard, Forerunner of the legion\n\nBest token engine in the deck. Double triggers with Delney lead to the decision 1 token or 2 since the tapping is a cost and if the opponent choses to tap for the first trigger they cannot tap for the second one. Funny enough people start to not care at all after you have 8-10 tokens. Best synergy with the weenie etb. draw engines (Enduring innocence, Tocasias welcome, Welcoming vampire, Rumor gatherer) since this enables them to trigger in opponents turns. Also once it has done it's job since it is a 2 drop it can be converted with Pyre of Heroes into Mirror entity -> win. \n\n"},{"attributes":{"bold":true},"insert":"Nykthos / Three tree city"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Can be tutored by"},{"insert":": Expedition map, Urzas cave, Weathered wayfarer, Search for glory, Recruiter -> Wayfarer, Urzas saga into e-map, Enlightened Tutor -> e-map\n\nAs mentioned above the best Mana engines in the game. Regularily enables you to go from 5 -> 15+ mana. Since they are so powerfull we also run Deserted temple to be able to untap and produce even more mana. Also if you do not have Conqueror or Ocelot pride it is always worth to play City on Human since the deck runs mostly Humans and our late game tokens also generate Humans. \n\n"},{"attributes":{"bold":true},"insert":"Mirror entity"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Can be tutored by"},{"insert":": Forerunner of the legion, Recruiter of the guard, Pyre of heroes, Maelstrom of the spirit dragon, e-map / urzas cave / urzas saga / wayfarer -> Maelstrom\n\nMost reliable and synergistic finisher in the deck. Can be tutored by the most cards and is resilient against removal and counterspells since all of our recursion also hits it. Once it is on the board and we have enough mana the game is over. Should not be played proactively without the intent to win in the same turn tho. Also since it is a changeling every single one of our 2 drops can be converted into it with Pyre of Heroes.\n\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Consistency"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck is surprisingly consistent at executing the three steps mentioned above to get to a win. We have a lot of tutors for the value engines we need the most to execute our game plan and A LOT of card draw. I have optimized the decklist to enable good mulligans and it is rare that I have to go below 6 to get to a great hand. And even then we can always get back into the game with Esper or simply 2 lands and Conqueror.\n\nResiliency"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAdding to the consistency is the resiliency. This is the reason for running all of the other cards not mentioned earlier. MVPs here are the Soul warden type effects which quickly get out of hand in this deck but are mainly there to enable us to comfortably get into the late game without people being able to pressure our life total. Also we run quite a lot of recursion which can enable us to go from 0 back to 100 really quick if a wrath caught us off guard. But even better is to prevent it in the first place:)\n\n\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe only real chokepoints of the deck are people aggressively wrathing without us finding recursion/protection and voltron strategies. For pure voltron we still run enough removal to kill them and my main tech piece here is Orims chant, but I have had cases of being killed in the lategame by a hexproofed huge commander, which gets around Flare of fortitude. Other than that there are not too many weaknesses that we cannot deal with since Delney is an insane value engine and the deck is built around them but all the cards we run are also just good without them.\n\n\n"},{"attributes":{"bold":true},"insert":"Tutors & targets"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\nExpedition Map, Weathered wayfarer, Urzas cave"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed mana?: Nykthos, Three tree city, Deserted temple (if you already have the others)\n\nNeed protection / removal?: Talon gates, Kor haven\n\nWant to win the game?: Maelstrom of the spirit dragon -> Mirror entity\n\n\nEnlightened tutor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed mana?: Sol ring, Expedition map, Medallion, Solemn, Land Tax, Ancient den\n\nNeed cards?: Enduring innocence, Tocasias welcome, Esper sentinel, Splitskin doll\n\nNeed creatures?: Illustrious wanderglyph, Pyre of heroes\n\nNeed protection?: Meekstone\n\nWant to win the game?: Pyre of heroes, Urzas saga -> Expedition map -> Maelstrom -> Mirror entity, Champions from beyond\n\n\nForerunner of the legion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed creatures?: Charismatic conqueror\n\nNeed cards?: Welcoming vampire\n\nWant to win?: Mirror entity\n\nNote: With Delney + etb draw effect you can sequence the triggers to: Tutor, draw, tutor and get both cards\n\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Search for glory"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nNeed mana?: Nykthos, Three tree city\n\nNeed cards?: Loran, Tataru\n\nNeed removal/ protection: Loran, Kor haven\n\n\nRecruiter of the guard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGet whatever you need except Moonshaker and other creatures with toughnes > 2. Evangel of Heliod cannot be tutored with it but Reverent hoplite can!\n\n"},{"attributes":{"underline":true},"insert":"Common pairings for me to get:"},{"insert":"\n\nHoplite + Ocelot pride = make an ungodly amount of token and life with soul warden effect\n\nHoplite + Rumor gatherer = make enough tokens to win and almost guaranteed to find finisher or tutor for finisher\n\nHoplite + Charming prince = insane amount of tokens and another 2 tutors\n\n\nPyre of heroes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nConvert any 2 drop into Mirror entity & get whatever suits the situation\n\n\nFeel free to share and comment, thank you!\n"}]}
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