King_Fail
206 views9 hrs ago
Commander
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{"ops":[{"insert":"You’ve heard of "},{"insert":{"card-link":"Maze's End"}},{"insert":", surely? Most people will tell you that 2-color Gates decks are a pipe dream. Well, I might just be high, because here, it just about works sometimes!\n\nI’ve been hoping to build a deck for "},{"insert":{"card-link":"Ignis Scientia"}},{"insert":" since before the Final Fantasy set dropped last year (he’s my favorite character from FFXV), so I suppose now is as good a time as any. The primary win condition is painfully simple: there are exactly 10 Gates in each 2-color identity, (conveniently, just enough to trigger "},{"insert":{"card-link":"Maze's End"}},{"insert":"‘s instant-win condition) and we want to find them as quickly as possible. Fortunately for us, Iggie here is pretty good at that, with his ETB ability pulling a land from the top 6 cards in our library onto the battlefield. His buddy Gladiolus is a bit better at this gimmick, but he’s too popular to use for this contest, unfortunately. One thing Iggie can do that Gladdy can’t, though, is blink with effects like "},{"insert":{"card-link":"Thassa, Deep-Dwelling"}},{"insert":" and "},{"insert":{"card-link":"Y'shtola Rhul"}},{"insert":", allowing us to filter through the deck extremely quickly to find our Gates.\n\nWith only 5 decent blink engines, though, we’ll need to lean pretty heavily on tutors to get the job done. "},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" and "},{"insert":{"card-link":"Scapeshift"}},{"insert":" are our chief outlets for finding all 10 Gates and "},{"insert":{"card-link":"Maze's End"}},{"insert":" in something vaguely resembling a timely fashion, but they’re pretty expensive so we need to get to work fast. To that end, it is vitally important whenever possible to mulligan for the Turn 1 ramp spell ("},{"insert":{"card-link":"Birds of Paradise"}},{"insert":", "},{"insert":{"card-link":"Gilded Goose"}},{"insert":", "},{"insert":{"card-link":"Wild Growth"}},{"insert":", etc.) so we can slam Ignis on Turn 2 and untap with 5 mana on Turn 3. That much mana lets us cast the majority of our deck, and puts us just one or two more land drops away from the rest. I’ve bounced back from starting hands of 4 cards in playtests, so you can be pretty aggressive with it. \n\nSay things don’t exactly go to plan, though, as they are wont to do? What if our unusually canny opponent is packing a "},{"insert":{"card-link":"Strip Mine"}},{"insert":" and destroys our "},{"insert":{"card-link":"Gond Gate"}},{"insert":" or something? We have a few options for playing around that:\nAn ounce of prevention is worth a pound of cure, as they say. "},{"insert":{"card-link":"Toph, Earthbending Master"}},{"insert":" and "},{"insert":{"card-link":"Avatar Kyoshi, Earthbender"}},{"insert":" can earthbend our most important lands to make them immune to removal. If they manage to get past that…"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" and "},{"insert":{"card-link":"Nissa, Vital Force"}},{"insert":" allow us to recur destroyed lands from our graveyard, ensuring that we can continue using them. Unless someone drops a "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":", in which case…"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"If we need more Gates, we can just make more Gates! "},{"insert":{"card-link":"Absorbing Man"}},{"insert":" and "},{"insert":{"card-link":"Impossible Man"}},{"insert":" can copy lands while keeping their original name in a pinch, letting us satisfy the conditions for "},{"insert":{"card-link":"Maze's End"}},{"insert":" to win the game even despite our opponent’s best efforts."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"If all else fails, we take it out on the rest of the table and beat face with heavy hitters like "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" and "},{"insert":{"card-link":"Michelangelo, On the Scene"}},{"insert":", or by enchanting Ignis with "},{"insert":{"card-link":"Crystalline Armor"}},{"insert":" to turn him into a direct commander damage threat."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nIs the deck unbelievably janky? Most definitely. It was also a fun (if hair-pullingly aggravating, at times) challenge to put together. \n"}]}
Ignis Scientia
When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
I've Come Up with a New Recipe! — , : Exile target card from a graveyard. If a creature card was exiled this way, create a Food token.
I've Come Up with a New Recipe! — , : Exile target card from a graveyard. If a creature card was exiled this way, create a Food token.
Legendary Creature - Human Advisor

Commander
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Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

Blink
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Absorbing Man
Vigilance
At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance.
At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance.
Legendary Creature - Human Villain

Copy
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Avatar Kyoshi, Earthbender
During your turn, Avatar Kyoshi has hexproof.
At the beginning of combat on your turn, earthbend 8, then untap that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put eight +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
At the beginning of combat on your turn, earthbend 8, then untap that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put eight +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Avatar

Counters
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Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Nissa, Vital Force
+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
Legendary Planeswalker - Nissa

Draw
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Ba Sing Se
This land enters tapped unless you control a basic land.
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land

Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

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.
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

Land
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Toph, Earthbending Master
Landfall — Whenever a land you control enters, you get an experience counter.
Whenever you attack, earthbend X, where X is the number of experience counters you have. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you attack, earthbend X, where X is the number of experience counters you have. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Warrior Ally

Landfall
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Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery

Ramp
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Omega, Heartless Evolution
Wave Cannon — When Omega enters, for each opponent, tap up to one target nonland permanent that opponent controls. Put X stun counters on each of those permanents and you gain X life, where X is the number of nonbasic lands you control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Legendary Creature Artifact - Robot

Removal
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Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"You’ve heard of "},{"insert":{"card-link":"Maze's End"}},{"insert":", surely? Most people will tell you that 2-color Gates decks are a pipe dream. Well, I might just be high, because here, it just about works sometimes!\n\nI’ve been hoping to build a deck for "},{"insert":{"card-link":"Ignis Scientia"}},{"insert":" since before the Final Fantasy set dropped last year (he’s my favorite character from FFXV), so I suppose now is as good a time as any. The primary win condition is painfully simple: there are exactly 10 Gates in each 2-color identity, (conveniently, just enough to trigger "},{"insert":{"card-link":"Maze's End"}},{"insert":"‘s instant-win condition) and we want to find them as quickly as possible. Fortunately for us, Iggie here is pretty good at that, with his ETB ability pulling a land from the top 6 cards in our library onto the battlefield. His buddy Gladiolus is a bit better at this gimmick, but he’s too popular to use for this contest, unfortunately. One thing Iggie can do that Gladdy can’t, though, is blink with effects like "},{"insert":{"card-link":"Thassa, Deep-Dwelling"}},{"insert":" and "},{"insert":{"card-link":"Y'shtola Rhul"}},{"insert":", allowing us to filter through the deck extremely quickly to find our Gates.\n\nWith only 5 decent blink engines, though, we’ll need to lean pretty heavily on tutors to get the job done. "},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" and "},{"insert":{"card-link":"Scapeshift"}},{"insert":" are our chief outlets for finding all 10 Gates and "},{"insert":{"card-link":"Maze's End"}},{"insert":" in something vaguely resembling a timely fashion, but they’re pretty expensive so we need to get to work fast. To that end, it is vitally important whenever possible to mulligan for the Turn 1 ramp spell ("},{"insert":{"card-link":"Birds of Paradise"}},{"insert":", "},{"insert":{"card-link":"Gilded Goose"}},{"insert":", "},{"insert":{"card-link":"Wild Growth"}},{"insert":", etc.) so we can slam Ignis on Turn 2 and untap with 5 mana on Turn 3. That much mana lets us cast the majority of our deck, and puts us just one or two more land drops away from the rest. I’ve bounced back from starting hands of 4 cards in playtests, so you can be pretty aggressive with it. \n\nSay things don’t exactly go to plan, though, as they are wont to do? What if our unusually canny opponent is packing a "},{"insert":{"card-link":"Strip Mine"}},{"insert":" and destroys our "},{"insert":{"card-link":"Gond Gate"}},{"insert":" or something? We have a few options for playing around that:\nAn ounce of prevention is worth a pound of cure, as they say. "},{"insert":{"card-link":"Toph, Earthbending Master"}},{"insert":" and "},{"insert":{"card-link":"Avatar Kyoshi, Earthbender"}},{"insert":" can earthbend our most important lands to make them immune to removal. If they manage to get past that…"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" and "},{"insert":{"card-link":"Nissa, Vital Force"}},{"insert":" allow us to recur destroyed lands from our graveyard, ensuring that we can continue using them. Unless someone drops a "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":", in which case…"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"If we need more Gates, we can just make more Gates! "},{"insert":{"card-link":"Absorbing Man"}},{"insert":" and "},{"insert":{"card-link":"Impossible Man"}},{"insert":" can copy lands while keeping their original name in a pinch, letting us satisfy the conditions for "},{"insert":{"card-link":"Maze's End"}},{"insert":" to win the game even despite our opponent’s best efforts."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"If all else fails, we take it out on the rest of the table and beat face with heavy hitters like "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" and "},{"insert":{"card-link":"Michelangelo, On the Scene"}},{"insert":", or by enchanting Ignis with "},{"insert":{"card-link":"Crystalline Armor"}},{"insert":" to turn him into a direct commander damage threat."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nIs the deck unbelievably janky? Most definitely. It was also a fun (if hair-pullingly aggravating, at times) challenge to put together. \n"}]}















































































