TheForeverDM
139 views12 months ago
Brawl
Size: 100Salt sum: 79.81
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Conjure
Conjure
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Copy
Jin-Gitaxias, Progress Tyrant
Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.)
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Legendary Creature - Praetor Phyrexian

Copy
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Counters
Counters
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Draw
A-The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
, : Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
, : Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Jin-Gitaxias
Ward
Whenever you cast a noncreature spell with mana value 3 or greater, draw a card.
: Exile Jin-Gitaxias, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you have seven or more cards in hand.
Whenever you cast a noncreature spell with mana value 3 or greater, draw a card.
: Exile Jin-Gitaxias, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you have seven or more cards in hand.
Legendary Creature - Praetor Phyrexian


The Magic Mirror
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Legendary Artifact

Draw
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Extra Turns
Extra Turns
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Finisher
Emrakul, the World Anew
When you cast this spell, gain control of all creatures target player controls.
Flying, protection from spells and from permanents that were cast this turn
When Emrakul leaves the battlefield, sacrifice all creatures you control.
Madness—Pay six .
Flying, protection from spells and from permanents that were cast this turn
When Emrakul leaves the battlefield, sacrifice all creatures you control.
Madness—Pay six .
Legendary Creature - Eldrazi

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Ulamog, the Defiler
When you cast this spell, target opponent exiles the top half of their library, rounded up.
Ward—Sacrifice two permanents.
Ulamog enters with a number of +1/+1 counters on it equal to the greatest mana value among cards in exile.
Ulamog has annihilator X, where X is the number of +1/+1 counters on it.
Ward—Sacrifice two permanents.
Ulamog enters with a number of +1/+1 counters on it equal to the greatest mana value among cards in exile.
Ulamog has annihilator X, where X is the number of +1/+1 counters on it.
Legendary Creature - Eldrazi

Finisher
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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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Ramp
Replicating Ring
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
Snow Artifact

Ramp
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Removal
Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"I'm pleasantly surprised by "},{"insert":{"card-link":"Jacob Hauken, Inspector // Hauken's Insight"}},{"insert":". I thought he would be nearly impossible to get online in Arena, what with the amount of interaction the game has in a 1v1 format, but it turns out I'm usually able to get him flipped.\n\nThe main goal of the deck is to flip Jacob and drop big spells for cheap. Ideally, we can get Jacob down for a handful of turns first, fill him up with some goodies, and then flip him with several options to use. We'll use our counter spells and other protection spells to keep him safe until we can flip him. Remember, "},{"insert":{"card-link":"Mana Drain"}},{"insert":" can give us the extra 3-4 mana we need to use his ability. Several times I've been able to drop Jacob turn 2 (or turn 1 with a "},{"insert":{"card-link":"Chrome Mox"}},{"insert":" in hand), counter something minor with Mana Drain for 3 mana, and follow up with a land drop and activating Jacob next turn.\n\nThe key thing is protecting Jacob long enough to flip him. The trick is the cards he exiles disappear if Jacob leaves the battlefield, so flickering him as a form of protection is difficult to justify. "},{"insert":{"card-link":"Slip Out the Back"}},{"insert":" and "},{"insert":{"card-link":"Dive Down"}},{"insert":" are the only two cards I could justify putting in to protect him without flickering him. We want something low mana so we can potentially have the 6 we need to flip him if we activate his ability. "},{"insert":{"card-link":"Solitary Defiance"}},{"insert":" will give him ward and vigilance, which means we can get the trigger to find something and then use Jacob's ability, but the Ward 2 is the best thing about it.\n\nObviously, we have an array of ramp and counter spells (we're playing mono blue), but I try to be choosy with the spells I counter. We want to determine if the spell that's being cast is going to kill Jacob or stop our plan of dropping spells for free. Anything that will inhibit him or us is going to be a problem, so we stop it.\n\nWe've got so many winning cards in this deck, I'm not going to go over each one. Big mana is big mana and if we can get down an Eldrazi or "},{"insert":{"card-link":"Omniscience"}},{"insert":", there is little to stop us. You'll see a lot of people concede as you drop down a turn 4 "},{"insert":{"card-link":"Ulamog, the Ceaseless Hunger"}},{"insert":".\n\nIf our opponent keeps shutting down Jacob and preventing us from flipping him, we'll just play old-school magic and ramp up to big spells and hard cast them. Jacob speeds this deck up significantly, but he isn't the end all of the deck. We can play just fine without him, which is one of the things I enjoy about it.\n\nI'm always open to ideas and suggestions!\n"}]}





























































