CultofWoe
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{"ops":[{"insert":"Hello Planeswalkers! It's nice to see you again. I've summoned you through time and space to celebrate my favorite commander deck, which stands under "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" .\n\nBut why should you want to play Uyo? At the time of writing this primer, Uyo is the 2,828th most popular commander on EDHrec. That is because others cannot see what we see. Who returns lands to hand as cost. Most people think of this as a drastic downside, but it is actually our most optimal way to double dip, generating resources for combos, countermagic, and recovery, all while copying the best spells in the game!\n\nIn this primer, I will show you how Uyo is a hidden Queen of Bracket 4. I hope I will sway you build her.\n\nPLAYING THE GAME:\nMulligans - The art of mulligans with Uyo is a fine one, and requires you to sculpt your hand to your pod in a way that will allow you to interact with each of them.but only just enough to slow them, and keep them from making grudges. I call these cards I-cards.\n\nFor example, I am mulliganning. My opponents are running"},{"insert":{"card-link":"Stella Lee, Wild Card"}},{"insert":" ,"},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" and a "},{"insert":{"card-link":"Sami, Wildcat Captain"}},{"insert":" . Stella is an immediate priority, and Sami too. I need two lands to make the early game work. I should look for two I-cards: a counterspell for Sami, as they will pe able to pop off as soon as they etb and single Target removal for Stella. We usually want our free interaction to remain in the deck until we go for a win. The Heliod player we can probably abstain on one I-card as his winon is the least aggressive (albeit sudden) and with our other players playing red, blue, and white, the Stella and Sami should be enough to deal with Heliod.\n\nThe final card in your hand *N E E D S* to be a draw engine that can come out fast and aggressive so as to get you to the next Lands/Draw Engine/Mana Ramp/I-card.\n\nMoonrise\n Moonchild utilizes a system of stacking engines which smoothly curve into each other, with many engines as compact as one card. But each card fits with the others in several ways, able to be rearranged and combined like a puzzle box. The rest of this primer will generally follow the order in which the cards should be made to appear in your game and discussing the strengths and interactions of the cards as they should come up in game. You will find that this deck is dreadfully consistent.\n\nUnder Moonlit Skies (Lands)\nLands are very important, especially so in a deck like Moonchild. Unlike Landfall decks, we cannot reanimate lands, nor are we abusing their entry for value. We're not animating them, and we cannot play more than one per turn. In decks that use the above mechanics, lands are material you feed into an engine to produce value.\nIn Moonchild, our lands are the resource by which we fuel combos.\nUsing mana doublers, you turn untap effects into rituals.\nBy returning lands to our hand, we copy spells and fuel our card advantage.\nWe even use lands as a cost for free countermagicks.\n\nMove aside, Green. A new “lands matter” meta is here.\n\n\nMoon Rocks (Ramp)\nThese cards are the primordial soup of your engine, as important as your draw engines, and they should share priority in casting during turns 1-3. All of these cards interact with"},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":", and I would actually consider holding them until after the enchantment is cast.\n\n"},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" is the most useful ramp artifact in your arsenal, and your second best mana doubler after "},{"insert":{"card-link":"High Tide"}},{"insert":". If you can resolve it and sate it's cost turn 1/3 you will exponentially grow your mana base. I don't recommend copying this artifact, as you Will need to satisfy it's additional cost again and those lands are too important to sacrifice lightly.\n\n"},{"insert":{"card-link":"Apprentice Wizard"}},{"insert":" is a strong turn 2-3 play. Most of your generic mana costs are three or greater, and until you are attempting to present a win on 6, you can live off of producing less than 5 blue mana a turn. His full power unlocks with "},{"insert":{"card-link":"Azami, Lady of Scrolls"}},{"insert":" on the battlefield. As mana becomes exponentially more plentiful turn 5, he often becomes irrelevant turn 6 due to "},{"insert":{"card-link":"Dream Halls"}},{"insert":" and "},{"insert":{"card-link":"Omniscience"}},{"insert":" and with Azami on board, you can use him to grab the extra card you need to win.\n\n "},{"insert":{"card-link":"Sceptre of Eternal Glory"}},{"insert":" is the strongest non-fast mana rock that you can cast, provided there are three islands on board. You should try casting this on turn 3 for maximum growth. This card can come down hard as burst draw and a wonky ritual with "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":". You get to draw 2, loot 2, and have mana to continue casting spells and maintaining draw velocity. This artifact is Another terrific target for Copying, especially if you meet the threshold.\n\n"},{"insert":{"card-link":"Gauntlet of Power"}},{"insert":" is your third-best source of mana doubling. The 5-cost really hits its efficiency. But if I'm at double curve on mana, it's good setup for a turn 5-6 win attempt. You see, In a scenario where you cannot create a true infinite turns loop, the +1/+1 can sometimes make or break a wincon via combat damage with beaters such as "},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":", "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" etc.; or a wincon via commander damage (a 4/4 flier can absolutely matter). If all you're doing is drawing extra turn spells, beaters, and a "},{"insert":{"card-link":"Copy Artifact"}},{"insert":" , I would copy this in a heartbeat and go for killing a player or two.\n\n"},{"insert":{"card-link":"Gilded Lotus"}},{"insert":" This is the weakest rock in your arsenal, but it is important if you're not hitting your doublers. Copy it with "},{"insert":{"card-link":"Copy Artifact"}},{"insert":" if you're down bad for hard ramp. This spell Draws 3, loots 2 with "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":", making it better for card velocity than our "},{"insert":{"card-link":"Sceptre of Eternal Glory"}},{"insert":". If you can chain the two, you'll be able to fuel a huge card advantage, while also filtering anything you don't need.\n\n\nControlling the Tides (Draw Engines)\nNow that moon rocks have been discussed, it's important to elaborate on the cards that share a priority with them. Your draw engines are what create Card Advantage, which is critical to utilizing the mana you're producing.\n\n"},{"insert":{"card-link":"Mystic Remora"}},{"insert":"/"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" Are the fastest and cheapest *generically* powerful draw engines in your deck, beat by "},{"insert":{"card-link":"Jace's Archivist"}},{"insert":" and "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" only due to their colossal synergy with the rest of the deck. Both are an easy 1st priority cast turn 0 (mana depending), but are strong plays until turn 3 where something more synergistic will have showed up. "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" is going to be a prime target for removal/copying/theft, and it is worth burning free countermagic to protect it, but don't commit too hard. Rhystic is key to winning wars on the stack, so I wouldn't consider using your bounce cards ("},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" and "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" ) to pull it as having to cast it again feels awful and the resources often better spent elsewhere.\n\n"},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" /"},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":" Have similar functions mechanically. Both draw cards on an opponent's second draw per individual turn, have flash, and are important for getting poke damage in. The order in which you cast them is obvious, with "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" costing 2 mana, as opposed to "},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":"'s 5. "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" has flying and an emergency draw ability, while "},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":" possesses a more powerful draw engine, a strong ward cost, and a bigger booty.\n\n"},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is conditionally the most useful creature for your early game at two blue mana, he can land in critical early turns to draw you cards off of fetch lands and tutors. But only if tutoring is happening. If not, I would prioritize your other draw engines that are three or less mana. Your mileage will vary. \nIf your opponents are tutoring, "},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is a strong attacker and blocker, growing bigger with each enemy tutor and empowered by the Vigilance and Flying keywords. This is key to getting good poke and securing KOs and even victory via combat damage.\nConditionally, "},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is a capable (I won't say great) burst draw spell. This can be most effectively used as a Hail Mary to recover and equalize card advantage.\n\n"},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" is your lowest priority early game *filtering* engine. Please understand that "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" is not card advantage;It's card selection. You don't run any recursion beyond "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" and "},{"insert":{"card-link":"Time Spiral"}},{"insert":", so understand that there will come a day, there will come a time where you pitch key cards to "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":". Usefully, this creature has Flying and the ability to become very large very quickly. Both critical to poking the opponents and securing victories via combat damage.\n\n"},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" is your mid-late game draw engine. Often rivaling"},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" for the amount of Card Velocity it can generate. If you can land this card turn 3-4, you're in for a good time. If you're playing a little risky, feel free to feed opponents'"},{"insert":{"card-link":"Mystic Remora"}},{"insert":"/Rhystic Study. Your velocity will outpace their advantage.\nIt's important that you protect this card from copy effects, as you're going to then be forced into a game with \" "},{"insert":{"card-link":"Trade Secrets"}},{"insert":" at home\", which is funny exactly once. Theft effects are uniquely dangerous, and I would even go so far as to "},{"insert":{"card-link":"Pongify"}},{"insert":" my own "},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" to stop a clone or theft.\n\n"},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" is the single most powerful Draw engine in your library. With an average CMC of 4, most spells you cast are drawing you 4 cards and discarding 2. Your rocks? Net you two cards. Extra turns? Minimum 3."},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" is such a critical part of your engine, it is wrong to call it card advantage. In this deck, almost every card generates card advantage with Moon-letters. And on turns 5-6, Moon-letters will allow you to draw your entire deck with it's supreme card velocity, so long as you set it up properly. This card is so powerful and thematic. It's perfect. Always cast this First and defend it with your life. \n\n"},{"insert":{"card-link":"Psychic Possession"}},{"insert":" Helps in keeping pace with, and catching up to, actualized card advantage engines used by opponents. This is usually a hard turn 3 play; normally you wouldn't need to cast it earlier, and any later it's too late to matter.\nWhen casting "},{"insert":{"card-link":"Psychic Possession"}},{"insert":" turn 3 (or lower) consider meta game information. Which opponent is using the color (combination) with the most potential for massive card advantage? Consider the commanders being used and analyze the game state until that point.\nWhen casting turn 4 or later, consider who has the strongest position to draw a lot of cards based on board state. If an opponent has their "},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" on board you can *"},{"insert":{"card-link":"Trade Secrets"}},{"insert":" at home* them.\n\n\nI-cards\nI... don't have a creative title for this one. An Interaction Card (I-card) is a spell, activated ability, passive ability, or land ability utilized primarily at instant speed to interact with opponents. They can be used defensively or offensively, at your best judgment. Just because I tell you to prioritize using Force of Will to defend your win con doesn't mean you should just let Spike drop that Doomsday.\n\n"},{"insert":{"card-link":"Commandeer"}},{"insert":" is kind of a pet card, if it weren't for the fact that it is a “freemium” (you still have to pitch those two blue cards) method to steal noncreature spells like Sol Ring and Rhystic Study from the start of the game. A keepable hand looks like Commandeer, two blue cards that aren't immediately useful, a draw engine, two lands, and one wild card.\nLate game, Commandeer can be utilized to steal game-winning spells like Rise of the Dark Realms.\n\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" is your first response spell to use after turn one or two, after seeing what your opponents mulliganed for. If you're more aggressive than that, an early tutor for Sea Gate Restoration never hurts, as you can play the MDFC as a land, returning it to your hand later with Uyo to use in combos.\n\n"},{"insert":{"card-link":"Pongify"}},{"insert":" is your first response to almost any creature threat you can't or won't counterspell. The monkey is often able to be ignored unless a Voltron player is feeling frisky. Pongify is used primarily in the midgame to snipe commanders, but if you're sandbagging and it's late game, you can always cosplay Doctor Evil! Use Uyo to copy Pongify a bunch of times to turn everyone's creatures into monkeys!\n\n"},{"insert":{"card-link":"Wandering Archaic // Explore the Vastlands"}},{"insert":" If you see this card in your opening hand, it is your turn-three priority. Opponents have to pay two mana per spell, lest you copy all their instants and sorceries? Good deal! This I-card is so good, I would use free countermagic to bring it to the late game. Because the most powerful ability of this creature is copying all of your opponents' countermagic and using the copies to counter the original counterspells. Uyo can do this too, although much less efficient.\n\n"},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" is deeply interesting, able to be played as a land in the early game, then returned later to our hand by Uyo. Otawara can be expensive, though, as Moonchild doesn't typically assemble more than two legendary creatures unless it's attempting to win. Otawara is our cheapest way of removing problematic artifacts and enchantments, and one of our only ways of getting rid of planeswalkers other than swinging at them.\n\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" is a complex card. It's nice having a second MDFC fetchable by Mystical Tutor. It's nice being able to use Sink into Stupor as a land until you need it later, and using Uyo to return it to your hand when you need to cast it. But remember, it is not true countermagic. It doesn't grant you a copy like Narset's Reversal, and your opponents can attempt to cast their spell later. The trade-off is that Sink can target any spell while interchangeably being able to bounce any nonland permanent, including our own spells and permanents. This small grace allows us to use Sink as an emergency eject for our permanents.\n\n"},{"insert":{"card-link":"Defense Grid"}},{"insert":" is good for you on your turn, but it tries to turn all your useful I-cards into bricks the second you pass the turn. I would slide this onto the board only when it's certain that you are far ahead and no one canto attempt to present a win before you. If you can cast this just before you attempt to draw your deck, you've played optimally.\n\n"},{"insert":{"card-link":"Foil"}},{"insert":" is a "},{"attributes":{"italic":true},"insert":"freemium"},{"insert":" (needs an Island and one other card to discard as the cost for the free cast) omni-counter that is quite useful later in the game, having drawn a large hand. Alternatively, be cool; and use Uyo to copy an opponent's powerful instant or sorcery spell. Thereby returning two lands to your hand as cost, one of which must be an Island. Then, hold priority with your copy and the original spell on the stack. Finally, free-cast Foil, using the returned lands as cost, targeting the original\n\n"},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" is in a similar vein to Cyclonic Rift. You can use it defensively, phasing out a game-ending horde of beaters, but you're more likely to use this while you're ahead, aggressively. This is because you can use its alternative cost to discard down to the required hand size for Triskaidekaphile or use it to eliminate blockers for Atemsis.\n\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" is both a ritual and an “oh shit” button. You "},{"attributes":{"italic":true},"insert":"can"},{"insert":" cast it for value early, but it's better as a ritual, using mana doublers to go mana-positive with Search's untap effect, or as a way to dig for more countermagic at instant speed. "},{"insert":{"card-link":"Gush"}},{"insert":" is similar to Frantic Search in that it should primarily be used in stack wars to dig for more countermagic. Did you know there's a book written about this card?\n\n"},{"insert":{"card-link":"Parallax Tide"}},{"insert":" *Sigh, pours drink* Parallax Tide is an enchantment with fading 5, meaning it enters with 5 fade counters on it. At the the beginning of your upkeep, you must remove a fade counter from this card. When you would remove a fade counter from this card and there are none to remove, sacrifice this enchantment.\n*inhales* Now, at any time you have priority, you may remove a fade counter from "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" to exile any one land from any player, and when "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" leaves the battlefield, all lands exiled with it are returned to the battlefield under their owner's control immediately.\nThe first thing we can use this for is offensive control of your opponents mana base. Removing 1-2 of your opponent's lands turn 2ish can be devastating to their momentum, and you should leave X with 1-2 fade counters so your opponents are held back for a while.\nThe second thing we can use "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" for is as a potent (but unintuitive) ritual. Keep in mind that removing fade counters is a cost. Meaning that if "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" has no fade counters, you can still activate the ability, target a land, and attempt to remove the last counter as cost. You cannot, and so "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" is sacrificed. In this scenario, you will exile 5 of your own tapped lands, then use the ability with no counters to flicker your lands.\nAll lands exiled with "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" reenter untapped (unless otherwise stated) so be careful about refreshing your opponents' interaction. But when used as a ritual, with 5 lands to target on your board, you will at minimum net one mana. And I've killed other players for one mana. Interacting with your mana doublers "},{"insert":{"card-link":"High Tide"}},{"insert":", "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" , and "},{"insert":{"card-link":"Gauntlet of Power"}},{"insert":" , or "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" , will yield exponentially larger amounts of mana as you add mana doublers.\n\n\nCaribbean Blue Magick\nThese are the most important cards in winning us the game, as they are the primary mode in breaking the resource economy. Most cards played in this section follow the setup in the sections on mana, draw engines, and burst draw. The goal of this section is to create "},{"attributes":{"underline":true},"insert":"Velocity."},{"insert":"\n\n"},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" Moonchild, you spin my sorrow into Silk. This is your commander, and while your 99 is strong enough to win without her, she is too strong to be ignored. Our deck uses her ability's cost in a way that breaks it from a weakness to a strength, using the returning of lands to our hand to fuel card advantage and perform tricky combos not possible with other commanders. "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" is also potent in her Aikido ability. As long as you have mana and Land available, any instant or sorcery spell your opponents cast is yours too. And all instants and Sorceries cast have the potential to have a small, heavily coated storm attached.\nUyo is stronger than people give her credit for. You will be underestimated. Punish that.\n\n "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" doubles the bang for Uyo's buck. A superior turn 2-3 play, I would only cast it later if I had spare mana. Be careful of using this card when copying sea gate restoration. You can easily deckout.\n\n"},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" This card is the strongest single draw card in your deck, and the primary combo piece with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":". But it has risks. Be careful of copying this card too many times while "},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" or "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" are on your field. As an MDFC, you can play it as a land early on, then return it to your hand to use it later with Uyo. You see, Uyo returns her lands as cost, so when a copy of Sea Gate Restoration resolves, there will be Two more cards checked in the equation. For example,\n\nDancing Moon-children.\nThis is ultimately a section about "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":", your cards that will interact with it most, and the combos you can accomplish. These are all Card Velocity combos that are guaranteed to draw (or \"loot\") through all the cards in your library, whereas "},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" and "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" are much more imprecise.\n\n"},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" is one of the cards that wins you the game. But it is worth noting that it should usually be cast one or two turns after you land what you're going to be comboing it with. If you have achieved a Sea Gate Restoration combo, I would skip this card and it's combos and go straight for Dream Halls or Omniscience.\n\n"},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" is the best mana source in your deck once online. If you can pay 2 mana, you can tap Nykthos to produce blue mana equal to your devotion. You need 3 devotion to go mana-positive. If you're controlling Mind Over Matter(4 devotion), you're already there. But, pair it with Azami (3 devotion), Jace's Archivist (2 devotion), or Arcanis (3 devotion), and you will easily be able to create infinite or near-infinite mana.\n\n"},{"insert":{"card-link":"Arcanis the Omnipotent"}},{"insert":" is the best draw card to wiggle with Mind Over Matter. Granting the most control over how much you draw without going down to being card-neutral. The One Ring and Jace's Archivist draw more cards per loop, but are chaotic; you periodically have to count the cards in your deck to make sure you don't deck out. Jace's Archivist also wheels the opponents, allowing them opportunities to access interaction. Azami has more control, but unless Teferi's Ageless Insight or is involved, you can only ever go neutral on card advantage.\n\n"},{"insert":{"card-link":"Jace's Archivist"}},{"insert":" is the most chaotic piece you combo with Mind Over Matter. For one blue mana, you can tap Jace's Archivist and force a wheel. This makes Jace's Archivist a good early-game play to filter your hand and enticing to protect as we disrupt our opponents' plans by wheeling. This guy can be played at your leisure.\n\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" is similar to Jace's Archivist. Both are very cheap to cast compared to Arcanis, while carrying a higher risk of decking yourself if you're not paying attention to the number of cards you're drawing. There is also the cumulative potential damage increase from the burden counters going up each time you tap, untap, and tap this card with Mind Over Matter.\nChaining/looping turns will become suicide in this state, but luckily, we can use Otawara, Soaring City or Cryptic Command to bounce it to our hand. There is also the method of using Copy Artifact, casting it, and copying The One Ring. Copy Artifact mimics The One Ring in every way, including its name and legendary status, allowing you to sacrifice the original card and prevent damage.\nCasting and resolving a Copy Artifact on The One Ring, as well as returning The One Ring to your hand and recasting it, also refreshes the protection effect for a turn. The protection effect is life-saving, game-changing, and critical in matchups against aggressive, damage-based \ndecks.\n\n"},{"insert":{"card-link":"Azami, Lady of Scrolls"}},{"insert":" is both a strong draw engine and an important combo piece. Not only is our commander a Wizard, but she also doesn't need to be untapped to use her effect. There are also a decent number of Wizards in the 99 that can be converted from whatever the hell they were doing into draw engines.\nBut Azami's ultimate potential lies with Mind Over Matter. Unlike Jace's Archivist, The One Ring, and Arcanis, Azami is exact when you wiggle her with Mind Over Matter. You tap her, draw, discard, then untap. This poor man's looting allows you to dig for the exact card you need without the risk of decking out. However, you are most at the mercy of your deck order with this combo, as anything that isn't exactly what you need might have to be discarded to the graveyard to continue digging.\n\nSky Freedom \nThese are the final engines of your deck, existing to break the hold of gravity and fly you into infinite space. Also included are the I-cards necessary to protect your looming attempt at victory.\n\n"},{"insert":{"card-link":"Dream Halls"}},{"insert":" Is the penultimate (and sometimes ultimate) engine in your deck, removing the mana cost of spells at the new cost of discarding a shared-color spell (you cannot use this casting method for colorless spells). It is the Spell you will fight hardest for, and requires exquisite care in setting up, managing, and, potentially, denying your opponents, for if an opponent untaps while this card is active, you will most likely lose.\nBefore you cast "},{"insert":{"card-link":"Dream Halls"}},{"insert":" , you should attempt to have drawn your whole deck by either achieving Card Velocity with "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" or "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , or comboing off with "},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" . Without cards in hand, you're at a severe disadvantage and will have to lose valuable cards to try and draw your way to the next point. Unless you are swimming in mana, I recommend, you having drawn your deck, that you use the fast mana you've drawn or have been saving now, in order to cast "},{"insert":{"card-link":"Dream Halls"}},{"insert":" . While "},{"insert":{"card-link":"Dream Halls"}},{"insert":" is on the stack (and on the field), you should protect it first with I-cards that cost mana. "},{"insert":{"card-link":"Dream Halls"}},{"insert":" is cheap, and theat adds a level of safety to protecting it.\nNow, after Dream Halls has resolved, I desperately need you to stop and reevaluate the boardstate. Look at you hand. You will now be faced with the most complex decision tree the deck has.\nIf you have "},{"insert":{"card-link":"Omniscience"}},{"insert":" in hand, it becomes your next priority. "},{"insert":{"card-link":"Dream Halls"}},{"insert":" makes cards cost cards instead of mana. "},{"insert":{"card-link":"Omniscience"}},{"insert":" makes cards cost nothing.\nIf you don't have "},{"insert":{"card-link":"Omniscience"}},{"insert":" , you're going to have to move forward with choosing your Wincon.\n1. If you are attempting a "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" line, you need at minimum 17 cards in hand. You need:\n•13 sacred cards to satisfy "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" .\n•"},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" \n•1 Extra Turn Spell.\n•2 cards to use as cost.\n2. If you are attempting the "},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" line, you only need less cards in hand overall, but you also need to achieve an extra turn loop. You need:\n•Six sacred cards, each with a different CMC (lands are counted as 0).\n•Any number of cards in hand needed to achieve your extra turn combo.\n•enough cards to use as cost over the next 3-5 extra turns you're about to take.\n•"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" to hard cast on your first extra turn to bounce all interference to the attack trigger, or "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" (and the cards to discard as cost) to tap down blockers.\nIf you resolve "},{"insert":{"card-link":"Dream Halls"}},{"insert":" , and you are successfully stopped in moving to the next phase of your wincon, it is imperative that you remove it yourself before another player uses it to your ruin. Use "},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" or "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" to return it to your hand.\nOne last thing, if you're running low on cards, I would try to cast "},{"insert":{"card-link":"Time Spiral"}},{"insert":" , and use it to recycle your graveyard into your deck, refill your hand, and untap all your lands for a few extra casts to help you get to the next step.\n\n"},{"insert":{"card-link":"Omniscience"}},{"insert":" is the absolute ultimate engine this deck can produce, allowing you a smooth path into your extra turn combos and removing the stress of "},{"insert":{"card-link":"Dream Halls"}},{"insert":" 's complex decision tree and asymmetry.\nOmniscience also lets you loosen your belt a little without how many extra turns you need to cast. And opens you up to another Wincon.\n"},{"insert":{"card-link":"Dream Halls"}},{"insert":" is fast and aggressive, but when you cast it, you have no time to spare. Mana and lands will be tight for use by "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":", especially if you used her ability to Aikido Countermagic, and you might have to burn another extra turn+1 just to untap and facilitate your win.\n"},{"insert":{"card-link":"Omniscience"}},{"insert":" is slower than "},{"insert":{"card-link":"Dream Halls"}},{"insert":" (comes down hard cast turn 6 as opposed to turn 4-5), but you don't have to really think about throwing out that extra turn spell, allowing you to untap, and cast "},{"insert":{"card-link":"Expropriate"}},{"insert":", using "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" and literally all your available mana and lands to break opponents on your wheel of time. Congratulations on your victory via submission.\nYou're going to want to burn all your free countermagic protecting the cast and resolved form of this spell."},{"insert":{"card-link":"Omniscience"}},{"insert":" is expensive, and you may not be able to use pedestrian countermagic or Aikido from "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" to defend it on the stack.\nAlso, if you pass turn to an opponent with "},{"insert":{"card-link":"Omniscience"}},{"insert":" on board, you should be concerned about copying, theft, destruction, or other removal. This is where your pedestrian countermagic should be used.\n\n\nThe Bluest Thing You'll Ever Know\nTime is the method by which we remove any control our opponents have over the game. And its always on our side. The goal of these cards is to transmute "},{"attributes":{"underline":true},"insert":"Velocity"},{"insert":" into "},{"attributes":{"underline":true},"insert":"Inevitability."},{"insert":"\n\n"},{"insert":{"card-link":"Time Warp"}},{"insert":" /"},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" are your most efficient extra turn spells. At 5 CMC, they're even cool to be hard cast if you make the effort. They both have their more complicated combos discussed in greater detail in "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" and "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":"'s sections, but as it stands, if you can get to 13 cards by any of the methods discussed in an earlier section, and you have"},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":", you just need to hammer down one of these to present a win. You should have mana for some pedestrian countermagic, but if she's out, I would use "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" to copy your extra turn spell once or twice and just nullify their counterplay.\n\n"},{"insert":{"card-link":"Nexus of Fate"}},{"insert":" Is probably the easiest extra turn loop in the deck. You just need to use it (or get it to the graveyard) as you have no cards left in your deck. Drawing your deck is easily achieved with "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" combos ("},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" and "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" are going to be more difficult due to imprecision), while getting it in the grave can be achieved with cast or discarding it with "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , "},{"insert":{"card-link":"Dream Halls"}},{"insert":" , "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" , etc.\nImportant to note is that it's instant speed and automatic recycling, allowing you to not worry about burning it early as a resource or to stop a win attempt like you're three steps ahead. Only in this second case should you think about casting this spell for it's mana cost.\n\n"},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" Is the card we're going to use to break the game's most sacred cow: the stack.\nYou see, "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" allows us to copy any instant or sorcery on the stack at any time,. We can then copy "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":", allowing us to create a loop, primarily with extra turn spells.\nWhen "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" is cast targeting an opponent's instant/sorcery, you can target that spell with "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":", and then copy "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":", the copy targeting the original. This combo returns both the opponent's spell and "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" to their owners hands, negating the opponent's spell and giving you a copy. Important to note, "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" is not countermagic. Your opponent can just recast their spell.\nThis combo also works on our own spells, and is our primary operator in looping extra turns. \nCopying any instant or sorcery with "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" while "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" is on board will give you two copies while saving the initial spell for later.\n\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" is the most important land in our library. First, it has the Island land type, allowing "},{"insert":{"card-link":"High Tide"}},{"insert":" to double its mana, it can be discarded as fuel for "},{"insert":{"card-link":"Foil"}},{"insert":" , and, most critically, it has utility for recycling instants and sorceries, which is our primary use case.\nYou see, we can use "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" to copy an instant or sorcery, or X"},{"insert":{"card-link":"Gush"}},{"insert":" to draw cards, thereby returning an on-board X"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" to our hand and allowing to be played again. When achieving an "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" -Extra Turn-"},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" combo, "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" allows you to return draw spells used previously to the top of our deck, drawing them on subsequent turns and using them to fill our hand to the required level to fulfill our wincons.\nTry to optimize this land by having it enter untapped, \n\n"},{"insert":{"card-link":"Time Stretch"}},{"insert":"Is the Best extra turn spell that you can cast. The most consistent and effective extender when you are ahead. The best catch-up tool when played for value, and the safest extra turn combo piece in your deck.\nBut don't pay for it unless you're going to lose the game the round you pass turn. In most scenarios, you should be trying to cast this for free with "},{"insert":{"card-link":"Dream Halls"}},{"insert":" or "},{"insert":{"card-link":"Omniscience"}},{"insert":" . If you cannot loop turns, casting "},{"insert":{"card-link":"Time Stretch"}},{"insert":" and copying it two times on cast with Uyo will allow you enough time to eliminate the biggest threat in your pod (unless it's you). Doing this also allows you to play all the lands you returned to hand with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" while copying "},{"insert":{"card-link":"Time Stretch"}},{"insert":" over the course of your extra turns.\n\n"},{"insert":{"card-link":"Expropriate"}},{"insert":" is the most powerful extra turn spell you can cast. You, at bare minimum are getting both"},{"insert":{"card-link":"Time Walk"}},{"insert":" and "},{"insert":{"card-link":"Blatant Thievery"}},{"insert":" . "},{"insert":{"card-link":"Expropriate"}},{"insert":" is the most salt inducing card in the deck, and an early resolve or creating more than one copy result in easy submissions on opponents, sometimes even total victory. "},{"insert":{"card-link":"Expropriate"}},{"insert":" is so good that you don't have to really care about hard casting it or free casting it. An early cast for value is powerful enough to justify the cost, while a late cast will most likely be free, allowing for copies with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" or "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" .\nAs you cast "},{"insert":{"card-link":"Expropriate"}},{"insert":" , the psychological war begins. Your goal is to demoralize the enemy with just the phrase \"Time, or Money?\". Do not read the description of X until after you have asked the question. Ask it with your chest. Demand from your opponents \"Time or Money;\" they fucking owe It to you for inconveniencing you with the audacity of trying to fight back. Say it with refinement. Say it with all the hate in your deep, blue soul. Then read the description.\nAs you resolve (each copy of) "},{"insert":{"card-link":"Expropriate"}},{"insert":" , you will always choose time. The rest is up to your opponents.\nMoney-for each opponent who chose money evaluate the board state. A turn 4 or lower "},{"insert":{"card-link":"Expropriate"}},{"insert":" typically means you're grabbing lands or generic value engines, while a money vote after turn 4 usually means you're grabbing important combo pieces as denial.\nTime- realistically, you should only need 3-5 extra turns to secure a winning line, but this is where I will warn you: Finite turns can whiff. \nRemember: just because someone has nothing left to give, doesn't mean there's nothing left to take.\n\n\nNew Moon\nYou've done it. You built an engine to stop the world. Dio Brando once said, \"He who controls time, controls the world.\" And now here you are. You get to take the win with style. Here's how you turn "},{"attributes":{"underline":true},"insert":"Inevitability "},{"insert":"into "},{"attributes":{"underline":true},"insert":"Finality"},{"insert":".\n\n"},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" isthe Wincon of the deck that gets the most style points of your many wincons. It is the ultimate culmination of your engines and combos. It trade-off over "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" is that it can require less cards in hand, it requires a greater string of combos and more extra turns than "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":". You also need a jackpot of six cards with different mana values for "},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" to work (Lands count as 0). You also need to be able to clear blockers and skirt creature removal, but once that's all good, you're home free.\n\n"},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" is the best win on in the deck. It's trade-off over "},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" is that it doesn't require six different mana values in cards in your hand and only one extra turn to grab that next upkeep, it did require exactly 13 cards in your hand to win. He also costs less mana and his activated ability is better for creating card advantage when you're down astronomical for it.\n\nPhases of the moon\nThis is a list of some combos you Will most likely be using to win the game, in no particular order.\n\nBlue Moon.\n### A. Requirements\n1. Have Mind Over Matter, Arcanis the Omnipotent, and Nykthos, Shrine to Nyx, on the battlefield and untapped.\n2. Have two mana available.\n\n### B. Steps\n1. Use two mana to tap Nykthos, generating mana equal to your devotion to blue (7).\n2. Tap Arcanis to draw three cards.\n3. Discard one card for each activation of Mind Over Matter to untap Nykthos and Arcanis.\n4. Repeat.\n\n### C. Rewards\n1. Infinite card draw\n2. Infinite discard\n3. Infinite blue mana\n\n"},{"attributes":{"italic":true},"insert":"The Waxing Gibbous"},{"insert":"\nYou're going to need to meet the following conditions and follow the following steps.\n\n**A. Conditions**\n1. Have Uyo and two lands on the battlefield.\n2. Be able to produce 15 mana (preferably blue) **OR** have Omniscience in play.\n3. Have Time Stretch and Narset's Reversal in your hand.\n\n**B. Steps**\n1. Cast Time Stretch. Hold priority.\n2. Cast Narset's Reversal, targeting Time Stretch. Continue to hold priority.\n3. Use Uyo's ability to copy Narset's Reversal, targeting the original spell and returning two lands to your hand.\n4. Resolve. The copy copies the original spell to your hand and copies all its text and decisions, thus returning Time Stretch to your hand as well.\n5. As you resolve your two extra turns, replay your two lands, one per turn.\n6. Finally, on your second extra turn, after playing your land, repeat the combo.\n\n**C. Rewards**\n1. Infinite turns.\n2. Infinite landfall.\n3. Infinite spell casts.\n4. Infinite card draw.\n\nThe Waxing Crescent\nYou will need to meet the following prerequisites and follow the following steps. We will assume you have six cards in hand besides Sea Gate Restoration.\n\n**A. Prerequisites**\n1. Have Uyo and six lands on the battlefield.\n2. Have 11 mana available.\n3. Have Sea Gate Restoration in hand.\n\n**B. Steps**\n1. Cast Sea Gate Restoration. Hold priority.\n2. Use Uyo's ability to copy Sea Gate Restoration twice, returning four lands to your hand. Your hand size is now increased to 10 before Sea Gate Restoration and its copies resolve.\n3. Resolve copy 2, drawing 11 cards. Your hand size is now 21.\n4. Resolve copy 1, drawing 22 cards. Your hand size is now 43.\n5. Resolve your original Sea Gate Restoration, drawing 44 cards. Your hand size is now 87.\n\n**C. Rewards**\n1. Draw most of your library.\n2. Potentially deck out.\n\nAround the world\n### A. Requirements\n1. Have Mind Over Matter, Jace's Archivist, and Nykthos, Shrine to Nyx, on the battlefield and untapped.\n2. Have three mana available, one of which must be blue.\n3. Have at least one player with three or more cards in hand.\n\n### B. Steps\n1. Use two mana to activate Nykthos, Shrine to Nyx, generating mana equal to your devotion to blue (6).\n2. Spend one blue mana to activate Jace's Archivist, forcing each player to wheel.\n3. Discard one card for each activation of Mind Over Matter to untap Nykthos and Jace's Archivist.\n4. Repeat.\n\n### C. Rewards\n1. Infinite card draw\n2. Infinite discard\n3. Infinite blue mana\n\n\nConclusion\nI sincerely hope you've enjoyed reading this Primer as much as you have enjoyed writing it. Thank you.\n"}]}
Combo pieces
Combo pieces
(CTRL to add secondary)
Draw
Draw
(CTRL to add secondary)
Engines
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

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

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Engines
(CTRL to add secondary)
Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
(CTRL to add secondary)
Land Control
Parallax Tide
Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Exile target land.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
Remove a fade counter from this enchantment: Exile target land.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
Enchantment

Land Control
(CTRL to add secondary)
Power pieces
Power pieces
(CTRL to add secondary)
Protection
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Commandeer
You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
Instant

Removal
(CTRL to add secondary)
Value Pieces
Value Pieces
(CTRL to add secondary)
Maybeboard
Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

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

Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
Creature - Drake

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Hello Planeswalkers! It's nice to see you again. I've summoned you through time and space to celebrate my favorite commander deck, which stands under "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" .\n\nBut why should you want to play Uyo? At the time of writing this primer, Uyo is the 2,828th most popular commander on EDHrec. That is because others cannot see what we see. Who returns lands to hand as cost. Most people think of this as a drastic downside, but it is actually our most optimal way to double dip, generating resources for combos, countermagic, and recovery, all while copying the best spells in the game!\n\nIn this primer, I will show you how Uyo is a hidden Queen of Bracket 4. I hope I will sway you build her.\n\nPLAYING THE GAME:\nMulligans - The art of mulligans with Uyo is a fine one, and requires you to sculpt your hand to your pod in a way that will allow you to interact with each of them.but only just enough to slow them, and keep them from making grudges. I call these cards I-cards.\n\nFor example, I am mulliganning. My opponents are running"},{"insert":{"card-link":"Stella Lee, Wild Card"}},{"insert":" ,"},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" and a "},{"insert":{"card-link":"Sami, Wildcat Captain"}},{"insert":" . Stella is an immediate priority, and Sami too. I need two lands to make the early game work. I should look for two I-cards: a counterspell for Sami, as they will pe able to pop off as soon as they etb and single Target removal for Stella. We usually want our free interaction to remain in the deck until we go for a win. The Heliod player we can probably abstain on one I-card as his winon is the least aggressive (albeit sudden) and with our other players playing red, blue, and white, the Stella and Sami should be enough to deal with Heliod.\n\nThe final card in your hand *N E E D S* to be a draw engine that can come out fast and aggressive so as to get you to the next Lands/Draw Engine/Mana Ramp/I-card.\n\nMoonrise\n Moonchild utilizes a system of stacking engines which smoothly curve into each other, with many engines as compact as one card. But each card fits with the others in several ways, able to be rearranged and combined like a puzzle box. The rest of this primer will generally follow the order in which the cards should be made to appear in your game and discussing the strengths and interactions of the cards as they should come up in game. You will find that this deck is dreadfully consistent.\n\nUnder Moonlit Skies (Lands)\nLands are very important, especially so in a deck like Moonchild. Unlike Landfall decks, we cannot reanimate lands, nor are we abusing their entry for value. We're not animating them, and we cannot play more than one per turn. In decks that use the above mechanics, lands are material you feed into an engine to produce value.\nIn Moonchild, our lands are the resource by which we fuel combos.\nUsing mana doublers, you turn untap effects into rituals.\nBy returning lands to our hand, we copy spells and fuel our card advantage.\nWe even use lands as a cost for free countermagicks.\n\nMove aside, Green. A new “lands matter” meta is here.\n\n\nMoon Rocks (Ramp)\nThese cards are the primordial soup of your engine, as important as your draw engines, and they should share priority in casting during turns 1-3. All of these cards interact with"},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":", and I would actually consider holding them until after the enchantment is cast.\n\n"},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" is the most useful ramp artifact in your arsenal, and your second best mana doubler after "},{"insert":{"card-link":"High Tide"}},{"insert":". If you can resolve it and sate it's cost turn 1/3 you will exponentially grow your mana base. I don't recommend copying this artifact, as you Will need to satisfy it's additional cost again and those lands are too important to sacrifice lightly.\n\n"},{"insert":{"card-link":"Apprentice Wizard"}},{"insert":" is a strong turn 2-3 play. Most of your generic mana costs are three or greater, and until you are attempting to present a win on 6, you can live off of producing less than 5 blue mana a turn. His full power unlocks with "},{"insert":{"card-link":"Azami, Lady of Scrolls"}},{"insert":" on the battlefield. As mana becomes exponentially more plentiful turn 5, he often becomes irrelevant turn 6 due to "},{"insert":{"card-link":"Dream Halls"}},{"insert":" and "},{"insert":{"card-link":"Omniscience"}},{"insert":" and with Azami on board, you can use him to grab the extra card you need to win.\n\n "},{"insert":{"card-link":"Sceptre of Eternal Glory"}},{"insert":" is the strongest non-fast mana rock that you can cast, provided there are three islands on board. You should try casting this on turn 3 for maximum growth. This card can come down hard as burst draw and a wonky ritual with "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":". You get to draw 2, loot 2, and have mana to continue casting spells and maintaining draw velocity. This artifact is Another terrific target for Copying, especially if you meet the threshold.\n\n"},{"insert":{"card-link":"Gauntlet of Power"}},{"insert":" is your third-best source of mana doubling. The 5-cost really hits its efficiency. But if I'm at double curve on mana, it's good setup for a turn 5-6 win attempt. You see, In a scenario where you cannot create a true infinite turns loop, the +1/+1 can sometimes make or break a wincon via combat damage with beaters such as "},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":", "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" etc.; or a wincon via commander damage (a 4/4 flier can absolutely matter). If all you're doing is drawing extra turn spells, beaters, and a "},{"insert":{"card-link":"Copy Artifact"}},{"insert":" , I would copy this in a heartbeat and go for killing a player or two.\n\n"},{"insert":{"card-link":"Gilded Lotus"}},{"insert":" This is the weakest rock in your arsenal, but it is important if you're not hitting your doublers. Copy it with "},{"insert":{"card-link":"Copy Artifact"}},{"insert":" if you're down bad for hard ramp. This spell Draws 3, loots 2 with "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":", making it better for card velocity than our "},{"insert":{"card-link":"Sceptre of Eternal Glory"}},{"insert":". If you can chain the two, you'll be able to fuel a huge card advantage, while also filtering anything you don't need.\n\n\nControlling the Tides (Draw Engines)\nNow that moon rocks have been discussed, it's important to elaborate on the cards that share a priority with them. Your draw engines are what create Card Advantage, which is critical to utilizing the mana you're producing.\n\n"},{"insert":{"card-link":"Mystic Remora"}},{"insert":"/"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" Are the fastest and cheapest *generically* powerful draw engines in your deck, beat by "},{"insert":{"card-link":"Jace's Archivist"}},{"insert":" and "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" only due to their colossal synergy with the rest of the deck. Both are an easy 1st priority cast turn 0 (mana depending), but are strong plays until turn 3 where something more synergistic will have showed up. "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" is going to be a prime target for removal/copying/theft, and it is worth burning free countermagic to protect it, but don't commit too hard. Rhystic is key to winning wars on the stack, so I wouldn't consider using your bounce cards ("},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" and "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" ) to pull it as having to cast it again feels awful and the resources often better spent elsewhere.\n\n"},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" /"},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":" Have similar functions mechanically. Both draw cards on an opponent's second draw per individual turn, have flash, and are important for getting poke damage in. The order in which you cast them is obvious, with "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" costing 2 mana, as opposed to "},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":"'s 5. "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" has flying and an emergency draw ability, while "},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":" possesses a more powerful draw engine, a strong ward cost, and a bigger booty.\n\n"},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is conditionally the most useful creature for your early game at two blue mana, he can land in critical early turns to draw you cards off of fetch lands and tutors. But only if tutoring is happening. If not, I would prioritize your other draw engines that are three or less mana. Your mileage will vary. \nIf your opponents are tutoring, "},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is a strong attacker and blocker, growing bigger with each enemy tutor and empowered by the Vigilance and Flying keywords. This is key to getting good poke and securing KOs and even victory via combat damage.\nConditionally, "},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is a capable (I won't say great) burst draw spell. This can be most effectively used as a Hail Mary to recover and equalize card advantage.\n\n"},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" is your lowest priority early game *filtering* engine. Please understand that "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" is not card advantage;It's card selection. You don't run any recursion beyond "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" and "},{"insert":{"card-link":"Time Spiral"}},{"insert":", so understand that there will come a day, there will come a time where you pitch key cards to "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":". Usefully, this creature has Flying and the ability to become very large very quickly. Both critical to poking the opponents and securing victories via combat damage.\n\n"},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" is your mid-late game draw engine. Often rivaling"},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" for the amount of Card Velocity it can generate. If you can land this card turn 3-4, you're in for a good time. If you're playing a little risky, feel free to feed opponents'"},{"insert":{"card-link":"Mystic Remora"}},{"insert":"/Rhystic Study. Your velocity will outpace their advantage.\nIt's important that you protect this card from copy effects, as you're going to then be forced into a game with \" "},{"insert":{"card-link":"Trade Secrets"}},{"insert":" at home\", which is funny exactly once. Theft effects are uniquely dangerous, and I would even go so far as to "},{"insert":{"card-link":"Pongify"}},{"insert":" my own "},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" to stop a clone or theft.\n\n"},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" is the single most powerful Draw engine in your library. With an average CMC of 4, most spells you cast are drawing you 4 cards and discarding 2. Your rocks? Net you two cards. Extra turns? Minimum 3."},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" is such a critical part of your engine, it is wrong to call it card advantage. In this deck, almost every card generates card advantage with Moon-letters. And on turns 5-6, Moon-letters will allow you to draw your entire deck with it's supreme card velocity, so long as you set it up properly. This card is so powerful and thematic. It's perfect. Always cast this First and defend it with your life. \n\n"},{"insert":{"card-link":"Psychic Possession"}},{"insert":" Helps in keeping pace with, and catching up to, actualized card advantage engines used by opponents. This is usually a hard turn 3 play; normally you wouldn't need to cast it earlier, and any later it's too late to matter.\nWhen casting "},{"insert":{"card-link":"Psychic Possession"}},{"insert":" turn 3 (or lower) consider meta game information. Which opponent is using the color (combination) with the most potential for massive card advantage? Consider the commanders being used and analyze the game state until that point.\nWhen casting turn 4 or later, consider who has the strongest position to draw a lot of cards based on board state. If an opponent has their "},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" on board you can *"},{"insert":{"card-link":"Trade Secrets"}},{"insert":" at home* them.\n\n\nI-cards\nI... don't have a creative title for this one. An Interaction Card (I-card) is a spell, activated ability, passive ability, or land ability utilized primarily at instant speed to interact with opponents. They can be used defensively or offensively, at your best judgment. Just because I tell you to prioritize using Force of Will to defend your win con doesn't mean you should just let Spike drop that Doomsday.\n\n"},{"insert":{"card-link":"Commandeer"}},{"insert":" is kind of a pet card, if it weren't for the fact that it is a “freemium” (you still have to pitch those two blue cards) method to steal noncreature spells like Sol Ring and Rhystic Study from the start of the game. A keepable hand looks like Commandeer, two blue cards that aren't immediately useful, a draw engine, two lands, and one wild card.\nLate game, Commandeer can be utilized to steal game-winning spells like Rise of the Dark Realms.\n\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" is your first response spell to use after turn one or two, after seeing what your opponents mulliganed for. If you're more aggressive than that, an early tutor for Sea Gate Restoration never hurts, as you can play the MDFC as a land, returning it to your hand later with Uyo to use in combos.\n\n"},{"insert":{"card-link":"Pongify"}},{"insert":" is your first response to almost any creature threat you can't or won't counterspell. The monkey is often able to be ignored unless a Voltron player is feeling frisky. Pongify is used primarily in the midgame to snipe commanders, but if you're sandbagging and it's late game, you can always cosplay Doctor Evil! Use Uyo to copy Pongify a bunch of times to turn everyone's creatures into monkeys!\n\n"},{"insert":{"card-link":"Wandering Archaic // Explore the Vastlands"}},{"insert":" If you see this card in your opening hand, it is your turn-three priority. Opponents have to pay two mana per spell, lest you copy all their instants and sorceries? Good deal! This I-card is so good, I would use free countermagic to bring it to the late game. Because the most powerful ability of this creature is copying all of your opponents' countermagic and using the copies to counter the original counterspells. Uyo can do this too, although much less efficient.\n\n"},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" is deeply interesting, able to be played as a land in the early game, then returned later to our hand by Uyo. Otawara can be expensive, though, as Moonchild doesn't typically assemble more than two legendary creatures unless it's attempting to win. Otawara is our cheapest way of removing problematic artifacts and enchantments, and one of our only ways of getting rid of planeswalkers other than swinging at them.\n\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" is a complex card. It's nice having a second MDFC fetchable by Mystical Tutor. It's nice being able to use Sink into Stupor as a land until you need it later, and using Uyo to return it to your hand when you need to cast it. But remember, it is not true countermagic. It doesn't grant you a copy like Narset's Reversal, and your opponents can attempt to cast their spell later. The trade-off is that Sink can target any spell while interchangeably being able to bounce any nonland permanent, including our own spells and permanents. This small grace allows us to use Sink as an emergency eject for our permanents.\n\n"},{"insert":{"card-link":"Defense Grid"}},{"insert":" is good for you on your turn, but it tries to turn all your useful I-cards into bricks the second you pass the turn. I would slide this onto the board only when it's certain that you are far ahead and no one canto attempt to present a win before you. If you can cast this just before you attempt to draw your deck, you've played optimally.\n\n"},{"insert":{"card-link":"Foil"}},{"insert":" is a "},{"attributes":{"italic":true},"insert":"freemium"},{"insert":" (needs an Island and one other card to discard as the cost for the free cast) omni-counter that is quite useful later in the game, having drawn a large hand. Alternatively, be cool; and use Uyo to copy an opponent's powerful instant or sorcery spell. Thereby returning two lands to your hand as cost, one of which must be an Island. Then, hold priority with your copy and the original spell on the stack. Finally, free-cast Foil, using the returned lands as cost, targeting the original\n\n"},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" is in a similar vein to Cyclonic Rift. You can use it defensively, phasing out a game-ending horde of beaters, but you're more likely to use this while you're ahead, aggressively. This is because you can use its alternative cost to discard down to the required hand size for Triskaidekaphile or use it to eliminate blockers for Atemsis.\n\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" is both a ritual and an “oh shit” button. You "},{"attributes":{"italic":true},"insert":"can"},{"insert":" cast it for value early, but it's better as a ritual, using mana doublers to go mana-positive with Search's untap effect, or as a way to dig for more countermagic at instant speed. "},{"insert":{"card-link":"Gush"}},{"insert":" is similar to Frantic Search in that it should primarily be used in stack wars to dig for more countermagic. Did you know there's a book written about this card?\n\n"},{"insert":{"card-link":"Parallax Tide"}},{"insert":" *Sigh, pours drink* Parallax Tide is an enchantment with fading 5, meaning it enters with 5 fade counters on it. At the the beginning of your upkeep, you must remove a fade counter from this card. When you would remove a fade counter from this card and there are none to remove, sacrifice this enchantment.\n*inhales* Now, at any time you have priority, you may remove a fade counter from "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" to exile any one land from any player, and when "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" leaves the battlefield, all lands exiled with it are returned to the battlefield under their owner's control immediately.\nThe first thing we can use this for is offensive control of your opponents mana base. Removing 1-2 of your opponent's lands turn 2ish can be devastating to their momentum, and you should leave X with 1-2 fade counters so your opponents are held back for a while.\nThe second thing we can use "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" for is as a potent (but unintuitive) ritual. Keep in mind that removing fade counters is a cost. Meaning that if "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" has no fade counters, you can still activate the ability, target a land, and attempt to remove the last counter as cost. You cannot, and so "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" is sacrificed. In this scenario, you will exile 5 of your own tapped lands, then use the ability with no counters to flicker your lands.\nAll lands exiled with "},{"insert":{"card-link":"Parallax Tide"}},{"insert":" reenter untapped (unless otherwise stated) so be careful about refreshing your opponents' interaction. But when used as a ritual, with 5 lands to target on your board, you will at minimum net one mana. And I've killed other players for one mana. Interacting with your mana doublers "},{"insert":{"card-link":"High Tide"}},{"insert":", "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" , and "},{"insert":{"card-link":"Gauntlet of Power"}},{"insert":" , or "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" , will yield exponentially larger amounts of mana as you add mana doublers.\n\n\nCaribbean Blue Magick\nThese are the most important cards in winning us the game, as they are the primary mode in breaking the resource economy. Most cards played in this section follow the setup in the sections on mana, draw engines, and burst draw. The goal of this section is to create "},{"attributes":{"underline":true},"insert":"Velocity."},{"insert":"\n\n"},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" Moonchild, you spin my sorrow into Silk. This is your commander, and while your 99 is strong enough to win without her, she is too strong to be ignored. Our deck uses her ability's cost in a way that breaks it from a weakness to a strength, using the returning of lands to our hand to fuel card advantage and perform tricky combos not possible with other commanders. "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" is also potent in her Aikido ability. As long as you have mana and Land available, any instant or sorcery spell your opponents cast is yours too. And all instants and Sorceries cast have the potential to have a small, heavily coated storm attached.\nUyo is stronger than people give her credit for. You will be underestimated. Punish that.\n\n "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" doubles the bang for Uyo's buck. A superior turn 2-3 play, I would only cast it later if I had spare mana. Be careful of using this card when copying sea gate restoration. You can easily deckout.\n\n"},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" This card is the strongest single draw card in your deck, and the primary combo piece with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":". But it has risks. Be careful of copying this card too many times while "},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" or "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" are on your field. As an MDFC, you can play it as a land early on, then return it to your hand to use it later with Uyo. You see, Uyo returns her lands as cost, so when a copy of Sea Gate Restoration resolves, there will be Two more cards checked in the equation. For example,\n\nDancing Moon-children.\nThis is ultimately a section about "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":", your cards that will interact with it most, and the combos you can accomplish. These are all Card Velocity combos that are guaranteed to draw (or \"loot\") through all the cards in your library, whereas "},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" and "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" are much more imprecise.\n\n"},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" is one of the cards that wins you the game. But it is worth noting that it should usually be cast one or two turns after you land what you're going to be comboing it with. If you have achieved a Sea Gate Restoration combo, I would skip this card and it's combos and go straight for Dream Halls or Omniscience.\n\n"},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" is the best mana source in your deck once online. If you can pay 2 mana, you can tap Nykthos to produce blue mana equal to your devotion. You need 3 devotion to go mana-positive. If you're controlling Mind Over Matter(4 devotion), you're already there. But, pair it with Azami (3 devotion), Jace's Archivist (2 devotion), or Arcanis (3 devotion), and you will easily be able to create infinite or near-infinite mana.\n\n"},{"insert":{"card-link":"Arcanis the Omnipotent"}},{"insert":" is the best draw card to wiggle with Mind Over Matter. Granting the most control over how much you draw without going down to being card-neutral. The One Ring and Jace's Archivist draw more cards per loop, but are chaotic; you periodically have to count the cards in your deck to make sure you don't deck out. Jace's Archivist also wheels the opponents, allowing them opportunities to access interaction. Azami has more control, but unless Teferi's Ageless Insight or is involved, you can only ever go neutral on card advantage.\n\n"},{"insert":{"card-link":"Jace's Archivist"}},{"insert":" is the most chaotic piece you combo with Mind Over Matter. For one blue mana, you can tap Jace's Archivist and force a wheel. This makes Jace's Archivist a good early-game play to filter your hand and enticing to protect as we disrupt our opponents' plans by wheeling. This guy can be played at your leisure.\n\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" is similar to Jace's Archivist. Both are very cheap to cast compared to Arcanis, while carrying a higher risk of decking yourself if you're not paying attention to the number of cards you're drawing. There is also the cumulative potential damage increase from the burden counters going up each time you tap, untap, and tap this card with Mind Over Matter.\nChaining/looping turns will become suicide in this state, but luckily, we can use Otawara, Soaring City or Cryptic Command to bounce it to our hand. There is also the method of using Copy Artifact, casting it, and copying The One Ring. Copy Artifact mimics The One Ring in every way, including its name and legendary status, allowing you to sacrifice the original card and prevent damage.\nCasting and resolving a Copy Artifact on The One Ring, as well as returning The One Ring to your hand and recasting it, also refreshes the protection effect for a turn. The protection effect is life-saving, game-changing, and critical in matchups against aggressive, damage-based \ndecks.\n\n"},{"insert":{"card-link":"Azami, Lady of Scrolls"}},{"insert":" is both a strong draw engine and an important combo piece. Not only is our commander a Wizard, but she also doesn't need to be untapped to use her effect. There are also a decent number of Wizards in the 99 that can be converted from whatever the hell they were doing into draw engines.\nBut Azami's ultimate potential lies with Mind Over Matter. Unlike Jace's Archivist, The One Ring, and Arcanis, Azami is exact when you wiggle her with Mind Over Matter. You tap her, draw, discard, then untap. This poor man's looting allows you to dig for the exact card you need without the risk of decking out. However, you are most at the mercy of your deck order with this combo, as anything that isn't exactly what you need might have to be discarded to the graveyard to continue digging.\n\nSky Freedom \nThese are the final engines of your deck, existing to break the hold of gravity and fly you into infinite space. Also included are the I-cards necessary to protect your looming attempt at victory.\n\n"},{"insert":{"card-link":"Dream Halls"}},{"insert":" Is the penultimate (and sometimes ultimate) engine in your deck, removing the mana cost of spells at the new cost of discarding a shared-color spell (you cannot use this casting method for colorless spells). It is the Spell you will fight hardest for, and requires exquisite care in setting up, managing, and, potentially, denying your opponents, for if an opponent untaps while this card is active, you will most likely lose.\nBefore you cast "},{"insert":{"card-link":"Dream Halls"}},{"insert":" , you should attempt to have drawn your whole deck by either achieving Card Velocity with "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" or "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , or comboing off with "},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" . Without cards in hand, you're at a severe disadvantage and will have to lose valuable cards to try and draw your way to the next point. Unless you are swimming in mana, I recommend, you having drawn your deck, that you use the fast mana you've drawn or have been saving now, in order to cast "},{"insert":{"card-link":"Dream Halls"}},{"insert":" . While "},{"insert":{"card-link":"Dream Halls"}},{"insert":" is on the stack (and on the field), you should protect it first with I-cards that cost mana. "},{"insert":{"card-link":"Dream Halls"}},{"insert":" is cheap, and theat adds a level of safety to protecting it.\nNow, after Dream Halls has resolved, I desperately need you to stop and reevaluate the boardstate. Look at you hand. You will now be faced with the most complex decision tree the deck has.\nIf you have "},{"insert":{"card-link":"Omniscience"}},{"insert":" in hand, it becomes your next priority. "},{"insert":{"card-link":"Dream Halls"}},{"insert":" makes cards cost cards instead of mana. "},{"insert":{"card-link":"Omniscience"}},{"insert":" makes cards cost nothing.\nIf you don't have "},{"insert":{"card-link":"Omniscience"}},{"insert":" , you're going to have to move forward with choosing your Wincon.\n1. If you are attempting a "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" line, you need at minimum 17 cards in hand. You need:\n•13 sacred cards to satisfy "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" .\n•"},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" \n•1 Extra Turn Spell.\n•2 cards to use as cost.\n2. If you are attempting the "},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" line, you only need less cards in hand overall, but you also need to achieve an extra turn loop. You need:\n•Six sacred cards, each with a different CMC (lands are counted as 0).\n•Any number of cards in hand needed to achieve your extra turn combo.\n•enough cards to use as cost over the next 3-5 extra turns you're about to take.\n•"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" to hard cast on your first extra turn to bounce all interference to the attack trigger, or "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" (and the cards to discard as cost) to tap down blockers.\nIf you resolve "},{"insert":{"card-link":"Dream Halls"}},{"insert":" , and you are successfully stopped in moving to the next phase of your wincon, it is imperative that you remove it yourself before another player uses it to your ruin. Use "},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" or "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" to return it to your hand.\nOne last thing, if you're running low on cards, I would try to cast "},{"insert":{"card-link":"Time Spiral"}},{"insert":" , and use it to recycle your graveyard into your deck, refill your hand, and untap all your lands for a few extra casts to help you get to the next step.\n\n"},{"insert":{"card-link":"Omniscience"}},{"insert":" is the absolute ultimate engine this deck can produce, allowing you a smooth path into your extra turn combos and removing the stress of "},{"insert":{"card-link":"Dream Halls"}},{"insert":" 's complex decision tree and asymmetry.\nOmniscience also lets you loosen your belt a little without how many extra turns you need to cast. And opens you up to another Wincon.\n"},{"insert":{"card-link":"Dream Halls"}},{"insert":" is fast and aggressive, but when you cast it, you have no time to spare. Mana and lands will be tight for use by "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":", especially if you used her ability to Aikido Countermagic, and you might have to burn another extra turn+1 just to untap and facilitate your win.\n"},{"insert":{"card-link":"Omniscience"}},{"insert":" is slower than "},{"insert":{"card-link":"Dream Halls"}},{"insert":" (comes down hard cast turn 6 as opposed to turn 4-5), but you don't have to really think about throwing out that extra turn spell, allowing you to untap, and cast "},{"insert":{"card-link":"Expropriate"}},{"insert":", using "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" and literally all your available mana and lands to break opponents on your wheel of time. Congratulations on your victory via submission.\nYou're going to want to burn all your free countermagic protecting the cast and resolved form of this spell."},{"insert":{"card-link":"Omniscience"}},{"insert":" is expensive, and you may not be able to use pedestrian countermagic or Aikido from "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" to defend it on the stack.\nAlso, if you pass turn to an opponent with "},{"insert":{"card-link":"Omniscience"}},{"insert":" on board, you should be concerned about copying, theft, destruction, or other removal. This is where your pedestrian countermagic should be used.\n\n\nThe Bluest Thing You'll Ever Know\nTime is the method by which we remove any control our opponents have over the game. And its always on our side. The goal of these cards is to transmute "},{"attributes":{"underline":true},"insert":"Velocity"},{"insert":" into "},{"attributes":{"underline":true},"insert":"Inevitability."},{"insert":"\n\n"},{"insert":{"card-link":"Time Warp"}},{"insert":" /"},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" are your most efficient extra turn spells. At 5 CMC, they're even cool to be hard cast if you make the effort. They both have their more complicated combos discussed in greater detail in "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" and "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":"'s sections, but as it stands, if you can get to 13 cards by any of the methods discussed in an earlier section, and you have"},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":", you just need to hammer down one of these to present a win. You should have mana for some pedestrian countermagic, but if she's out, I would use "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" to copy your extra turn spell once or twice and just nullify their counterplay.\n\n"},{"insert":{"card-link":"Nexus of Fate"}},{"insert":" Is probably the easiest extra turn loop in the deck. You just need to use it (or get it to the graveyard) as you have no cards left in your deck. Drawing your deck is easily achieved with "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" combos ("},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" and "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" are going to be more difficult due to imprecision), while getting it in the grave can be achieved with cast or discarding it with "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , "},{"insert":{"card-link":"Dream Halls"}},{"insert":" , "},{"insert":{"card-link":"Uncover the Moon-Letters"}},{"insert":" , etc.\nImportant to note is that it's instant speed and automatic recycling, allowing you to not worry about burning it early as a resource or to stop a win attempt like you're three steps ahead. Only in this second case should you think about casting this spell for it's mana cost.\n\n"},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" Is the card we're going to use to break the game's most sacred cow: the stack.\nYou see, "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" allows us to copy any instant or sorcery on the stack at any time,. We can then copy "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":", allowing us to create a loop, primarily with extra turn spells.\nWhen "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" is cast targeting an opponent's instant/sorcery, you can target that spell with "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":", and then copy "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":", the copy targeting the original. This combo returns both the opponent's spell and "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" to their owners hands, negating the opponent's spell and giving you a copy. Important to note, "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" is not countermagic. Your opponent can just recast their spell.\nThis combo also works on our own spells, and is our primary operator in looping extra turns. \nCopying any instant or sorcery with "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" while "},{"insert":{"card-link":"Twinning Staff"}},{"insert":" is on board will give you two copies while saving the initial spell for later.\n\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" is the most important land in our library. First, it has the Island land type, allowing "},{"insert":{"card-link":"High Tide"}},{"insert":" to double its mana, it can be discarded as fuel for "},{"insert":{"card-link":"Foil"}},{"insert":" , and, most critically, it has utility for recycling instants and sorceries, which is our primary use case.\nYou see, we can use "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" to copy an instant or sorcery, or X"},{"insert":{"card-link":"Gush"}},{"insert":" to draw cards, thereby returning an on-board X"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" to our hand and allowing to be played again. When achieving an "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" -Extra Turn-"},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" combo, "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" allows you to return draw spells used previously to the top of our deck, drawing them on subsequent turns and using them to fill our hand to the required level to fulfill our wincons.\nTry to optimize this land by having it enter untapped, \n\n"},{"insert":{"card-link":"Time Stretch"}},{"insert":"Is the Best extra turn spell that you can cast. The most consistent and effective extender when you are ahead. The best catch-up tool when played for value, and the safest extra turn combo piece in your deck.\nBut don't pay for it unless you're going to lose the game the round you pass turn. In most scenarios, you should be trying to cast this for free with "},{"insert":{"card-link":"Dream Halls"}},{"insert":" or "},{"insert":{"card-link":"Omniscience"}},{"insert":" . If you cannot loop turns, casting "},{"insert":{"card-link":"Time Stretch"}},{"insert":" and copying it two times on cast with Uyo will allow you enough time to eliminate the biggest threat in your pod (unless it's you). Doing this also allows you to play all the lands you returned to hand with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" while copying "},{"insert":{"card-link":"Time Stretch"}},{"insert":" over the course of your extra turns.\n\n"},{"insert":{"card-link":"Expropriate"}},{"insert":" is the most powerful extra turn spell you can cast. You, at bare minimum are getting both"},{"insert":{"card-link":"Time Walk"}},{"insert":" and "},{"insert":{"card-link":"Blatant Thievery"}},{"insert":" . "},{"insert":{"card-link":"Expropriate"}},{"insert":" is the most salt inducing card in the deck, and an early resolve or creating more than one copy result in easy submissions on opponents, sometimes even total victory. "},{"insert":{"card-link":"Expropriate"}},{"insert":" is so good that you don't have to really care about hard casting it or free casting it. An early cast for value is powerful enough to justify the cost, while a late cast will most likely be free, allowing for copies with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" or "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" .\nAs you cast "},{"insert":{"card-link":"Expropriate"}},{"insert":" , the psychological war begins. Your goal is to demoralize the enemy with just the phrase \"Time, or Money?\". Do not read the description of X until after you have asked the question. Ask it with your chest. Demand from your opponents \"Time or Money;\" they fucking owe It to you for inconveniencing you with the audacity of trying to fight back. Say it with refinement. Say it with all the hate in your deep, blue soul. Then read the description.\nAs you resolve (each copy of) "},{"insert":{"card-link":"Expropriate"}},{"insert":" , you will always choose time. The rest is up to your opponents.\nMoney-for each opponent who chose money evaluate the board state. A turn 4 or lower "},{"insert":{"card-link":"Expropriate"}},{"insert":" typically means you're grabbing lands or generic value engines, while a money vote after turn 4 usually means you're grabbing important combo pieces as denial.\nTime- realistically, you should only need 3-5 extra turns to secure a winning line, but this is where I will warn you: Finite turns can whiff. \nRemember: just because someone has nothing left to give, doesn't mean there's nothing left to take.\n\n\nNew Moon\nYou've done it. You built an engine to stop the world. Dio Brando once said, \"He who controls time, controls the world.\" And now here you are. You get to take the win with style. Here's how you turn "},{"attributes":{"underline":true},"insert":"Inevitability "},{"insert":"into "},{"attributes":{"underline":true},"insert":"Finality"},{"insert":".\n\n"},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" isthe Wincon of the deck that gets the most style points of your many wincons. It is the ultimate culmination of your engines and combos. It trade-off over "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" is that it can require less cards in hand, it requires a greater string of combos and more extra turns than "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":". You also need a jackpot of six cards with different mana values for "},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" to work (Lands count as 0). You also need to be able to clear blockers and skirt creature removal, but once that's all good, you're home free.\n\n"},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":" is the best win on in the deck. It's trade-off over "},{"insert":{"card-link":"Atemsis, All-Seeing"}},{"insert":" is that it doesn't require six different mana values in cards in your hand and only one extra turn to grab that next upkeep, it did require exactly 13 cards in your hand to win. He also costs less mana and his activated ability is better for creating card advantage when you're down astronomical for it.\n\nPhases of the moon\nThis is a list of some combos you Will most likely be using to win the game, in no particular order.\n\nBlue Moon.\n### A. Requirements\n1. Have Mind Over Matter, Arcanis the Omnipotent, and Nykthos, Shrine to Nyx, on the battlefield and untapped.\n2. Have two mana available.\n\n### B. Steps\n1. Use two mana to tap Nykthos, generating mana equal to your devotion to blue (7).\n2. Tap Arcanis to draw three cards.\n3. Discard one card for each activation of Mind Over Matter to untap Nykthos and Arcanis.\n4. Repeat.\n\n### C. Rewards\n1. Infinite card draw\n2. Infinite discard\n3. Infinite blue mana\n\n"},{"attributes":{"italic":true},"insert":"The Waxing Gibbous"},{"insert":"\nYou're going to need to meet the following conditions and follow the following steps.\n\n**A. Conditions**\n1. Have Uyo and two lands on the battlefield.\n2. Be able to produce 15 mana (preferably blue) **OR** have Omniscience in play.\n3. Have Time Stretch and Narset's Reversal in your hand.\n\n**B. Steps**\n1. Cast Time Stretch. Hold priority.\n2. Cast Narset's Reversal, targeting Time Stretch. Continue to hold priority.\n3. Use Uyo's ability to copy Narset's Reversal, targeting the original spell and returning two lands to your hand.\n4. Resolve. The copy copies the original spell to your hand and copies all its text and decisions, thus returning Time Stretch to your hand as well.\n5. As you resolve your two extra turns, replay your two lands, one per turn.\n6. Finally, on your second extra turn, after playing your land, repeat the combo.\n\n**C. Rewards**\n1. Infinite turns.\n2. Infinite landfall.\n3. Infinite spell casts.\n4. Infinite card draw.\n\nThe Waxing Crescent\nYou will need to meet the following prerequisites and follow the following steps. We will assume you have six cards in hand besides Sea Gate Restoration.\n\n**A. Prerequisites**\n1. Have Uyo and six lands on the battlefield.\n2. Have 11 mana available.\n3. Have Sea Gate Restoration in hand.\n\n**B. Steps**\n1. Cast Sea Gate Restoration. Hold priority.\n2. Use Uyo's ability to copy Sea Gate Restoration twice, returning four lands to your hand. Your hand size is now increased to 10 before Sea Gate Restoration and its copies resolve.\n3. Resolve copy 2, drawing 11 cards. Your hand size is now 21.\n4. Resolve copy 1, drawing 22 cards. Your hand size is now 43.\n5. Resolve your original Sea Gate Restoration, drawing 44 cards. Your hand size is now 87.\n\n**C. Rewards**\n1. Draw most of your library.\n2. Potentially deck out.\n\nAround the world\n### A. Requirements\n1. Have Mind Over Matter, Jace's Archivist, and Nykthos, Shrine to Nyx, on the battlefield and untapped.\n2. Have three mana available, one of which must be blue.\n3. Have at least one player with three or more cards in hand.\n\n### B. Steps\n1. Use two mana to activate Nykthos, Shrine to Nyx, generating mana equal to your devotion to blue (6).\n2. Spend one blue mana to activate Jace's Archivist, forcing each player to wheel.\n3. Discard one card for each activation of Mind Over Matter to untap Nykthos and Jace's Archivist.\n4. Repeat.\n\n### C. Rewards\n1. Infinite card draw\n2. Infinite discard\n3. Infinite blue mana\n\n\nConclusion\nI sincerely hope you've enjoyed reading this Primer as much as you have enjoyed writing it. Thank you.\n"}]}





















































































