Uxbal
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Commander
Size: 100Salt sum: 33.37
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Kastral, the Windcrested
Flying
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Legendary Creature - Bird Scout

Commander
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Anthem
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Counters
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Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Creature
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Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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 - Cat Glimmer

Mystic Remora
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.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw
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Miner's Guidewing
Flying, vigilance
When this creature dies, target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
When this creature dies, target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Creature - Bird

Evasion
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Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

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

Ramp
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Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal
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Winnowing
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.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Sorcery

Sorcery
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Tokens
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"🕊️ Kastral, the Windcrested EDH Deck Primer\n\nCommander: Kastral, the Windcrested \nColors: Azorius (⚪️❌🔵) \nTheme: Bird Tribal / Flying Matters / Counter Synergy \nPower Level: Casual-to-Mid \nDeck Focus: Evasive combat, counters, tempo interaction, and bird-flavored synergy\n\n✨ Deck Philosophy \nThis deck soars on theme and flavor. It avoids oppressive staples and instead leans into synergy between birds, flying, +1/+1 counters, and tempo plays. Designed for fun, fair, and creative games.\n\n🧠 Core Synergies\n- 🐦 Bird Tribal: Cloudfin Raptor, Empyrean Eagle, Steel-Plume Marshal\n- ➕ Counter Payoffs: Kastral, Cathars' Crusade, Thrummingbird, Karn's Bastion\n- 💨 Flying Matters: Watcher of the Spheres, Jubilant Skybonder\n- 🧊 Tempo Tools: Reality Shift, Stroke of Midnight, Run Away Together\n- 📘 Draw Engines: Mystic Remora, Reconnaissance Mission, Midnight Clock\n- 💠 Ramp: Sol Ring, Signets, Wayfarer's Bauble, Mind Stone\n\n🧱 Mana Base (37 lands)\n- Utility: Karn's Bastion, Nesting Grounds\n- Fixing: Mystic Gate, Port Town, Prairie Stream\n- Basics: 10 Island, 11 Plains\n\n📈 Sample Game Plan\nT1–3: Ramp and birds \nT4–6: Develop flying board, begin counter engines \nT7+: Control combat, bounce blockers, close with evasion and buffs\n\n⚖️ Strengths:\n✔ Strong synergy\n✔ Hard to block\n✔ Fun and interactive\n\n⚠️ Weaknesses:\n✘ Light recursion\n✘ Vulnerable to board wipes\n✘ Limited tutoring\n\n🕊️ Fly high, and may your skies stay clear.\n\n"}]}








































































