899 views4 months ago
Commander
Size: 100Salt sum: 57.31
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sisgosg

899 views4 months ago
Commander
Size: 100Salt sum: 57.31

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{"ops":[{"insert":"\tHello, I am a struggling single mother, and this is my child. Born of my flesh and blood, it too is an abuser. The deck's core is centered on abusing "},{"insert":{"card-link":"Shorikai, Genesis Engine"}},{"insert":" 's ability to pay one mana to draw two, discard one and making a "},{"insert":{"card-link":"Pilot"}},{"insert":" . An ideal game hopes to get Shorikai out by turn three using traditional two mana mana rocks ("},{"insert":{"card-link":"Arcane Signet"}},{"insert":" , "},{"insert":{"card-link":"Liquimetal Torque"}},{"insert":" , "},{"insert":{"card-link":"Fabrication Foundry"}},{"insert":" the like), to set up for a turn 4 activation and play. The deck plays artifact untappers such as "},{"insert":{"card-link":"Voltaic Key"}},{"insert":" ,"},{"insert":{"card-link":"Manifold Key"}},{"insert":" , "},{"insert":{"card-link":"Unbender Tine"}},{"insert":" and "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" to get multiple Shorkai activations, making card selection and draw a breeze many decks cannot keep up with. The deck relies on Shorikai's discard card selection to manage an equal balance of both control and promoting the deck's win plans, which are as followed:\n\n"},{"attributes":{"bold":true},"insert":"Plan 1: Vehicle Beatdown"},{"insert":"\n\t"},{"attributes":{"bold":true},"insert":" "},{"insert":"Shorikai's "},{"insert":{"card-link":"Pilot"}},{"insert":" tokens crew as if they were crewing for three, this means Shorikai, can become an 8/8 creature with three pilots on board. Unfortunately, he lacks vigilance, so this does slow down the deck's main card draw, and does not have much evasion, so Shorikai dying to combat damage is often a real concern late game. The deck has other notable vehicles. "},{"insert":{"card-link":"Mobilizer Mech"}},{"insert":" can be crewed for only a single pilot, often allowing an early Shorikai crew as early as the turn Shorikai comes in, allowing for an 8/8 blocker until Shorikai loses summoning sickness, after which Shorikai is a solid 8/8 that comes out relatively early. "},{"insert":{"card-link":"Weatherlight"}},{"insert":" can also be crewed for a single pilot, allowing a cheap, evasive source of chip damage that also digs through our library for specifically historic. Almost all of the deck's primary wincons are historic, so Weatherlight can help find them if need be. The other support vehicle in the deck is "},{"insert":{"card-link":"Aerial Surveyor"}},{"insert":" , an evasive attacker that once again, easy to crew due to Shorikai, and lets us ramp plains in a color that doesn't usually have too much land ramp. The big two vehicles are "},{"insert":{"card-link":"Skysovereign, Consul Flagship"}},{"insert":" and "},{"insert":{"card-link":"Parhelion II"}},{"insert":" . Skysovereign is a capable flying attacker that, you guessed it, crews for only one pilot. Skysovereign can also deal 3 damage to any non-player legal target on attack, allowing for removal of any specific creatures or Planeswalkers. Parhelion II is a powerhouse, the "},{"insert":{"card-link":"Angel"}},{"insert":" tokens created on attack really get out of hand quick, and, both having vigilance, make for great blockers. The deck also runs a small angel sub-theme, while not supported by anthems or any tribal, they are a prominent feature of the deck. Parhelion II is often cheated out with "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" , by sacrificing a pilot and allowing the deck to cheat out Parhelion II for only 4 mana for a quick, effective threat. The deck also runs "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" to quickly turn the large vehicles and angels into a win, while also giving them protection from the deck's three big boardwipes: "},{"insert":{"card-link":"Vanquish the Horde"}},{"insert":" ,"},{"insert":{"card-link":"Supreme Verdict"}},{"insert":" ,"},{"insert":{"card-link":"Organic Extinction"}},{"insert":" Vehicles can be returned from the graveyard with "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Plan 2: Construct Army!"},{"insert":"\n\tProbably the weakest of all the deck's winning plans. Both "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" create "},{"insert":{"card-link":"Construct"}},{"insert":" tokens that gain in power with the number of artifacts the deck controls. The deck runs 28 artifacts, so sometimes the Constructs can get rather large, while sometimes they can't. The constructs are usually a great back-up. Notably, "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" creates treasure tokens, which if hoarded, can significantly buff the construct's power and toughness. \n\n"},{"attributes":{"bold":true},"insert":"Plan 3: Doomsday..."},{"insert":"\n\tA recent addition has been "},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" . It's a great turn one play, and usually either eats the "},{"insert":{"card-link":"Vandalblast"}},{"insert":" an early Shorikai faces or goes unnoticed. Once Shorikai gets going, it is very easy to support the Calendar by untapping it repeatedly with cards usually used to untap Shorikai. Often times, people do not concern themselves with the Calendar until it is too late. Usually, Shorikai can draw into ways to protect the Calander such as "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or the decks many, many counterspells (6 in total). The Calendar sometimes struggles with opponents who find a way to negate the damage, like phasing out with Teferi's Protection or a "},{"insert":{"card-link":"Morningtide's Light"}},{"insert":" , or preventing loss of the game through a creature such as "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" , so the deck runs plenty of removal on top of its counterspells such as "},{"insert":{"card-link":"Abolish"}},{"insert":" ,"},{"insert":{"card-link":"Fate Forgotten"}},{"insert":" or "},{"insert":{"card-link":"Forsake the Worldly"}},{"insert":" . Additionally, the Millennium Calendar is sure to draw attention in pods that know what it does and how you plan on using it, which creates a fun, archenemy theme where the entire table teams up to stop it. In case of this, the deck runs plenty of things it really shouldn't, such as "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and "},{"insert":{"card-link":"Humility"}},{"insert":" just in case. \n\n"},{"attributes":{"bold":true},"insert":"Plan 4: "},{"attributes":{"strike":true,"italic":true,"bold":true},"insert":"12"},{"attributes":{"italic":true,"bold":true},"insert":" 4 Mana"},{"attributes":{"bold":true},"insert":" 11/11 Trample, Infect, Indestructible. "},{"insert":"\n\tEarly versions of this deck run several creatures. "},{"insert":{"card-link":"Voltaic Servant"}},{"insert":" untapped my artifacts. "},{"insert":{"card-link":"Kotori, Pilot Prodigy"}},{"insert":" gave Shorikai crew 2, lifelink and vigilance, making him a super villain as early as turn 3, killing a player by turn 5. "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" turned card draw into damage. But none of it was enough. Shorikai's excess pilots made have blockers a near guarantee, while the many board wipes often came at the cost of my own creatures. So, now, the deck runs a singular creature: good old reliable "},{"insert":{"card-link":"Blightsteel Colossus"}},{"insert":" . Blightsteel is unique in the deck because it serves more than one purpose that I don't think it was ever intended to serve. Notably, Blightsteel was printed so that it cannot enter the graveyard, specifically so that it couldn't be reanimated turn one with a reanimate. Drawing into blightsteel means we don't have to discard it, losing a card to the graveyard often permanently. The deck runs the card "},{"insert":{"card-link":"Polymorph"}},{"insert":" . Similar to "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" sacrificing a Pilot to find "},{"insert":{"card-link":"Parhelion II"}},{"insert":" , Polymorph will sacrifice a Pilot to find Blight Steel Colossus as early as turn 3 with fast mana, for only 4 mana! The giant is usually enough to close out games on its own with protection from Shorikai, especially if it's out early. Additionally, you can "},{"insert":{"card-link":"Mirrorform"}},{"insert":" your whole board into Blightsteels if need be. Sometimes its need be. \n\n"},{"attributes":{"bold":true},"insert":"Plan 5: Angel Takeover"},{"insert":"\n\tLike with the constructs, this is more of a support plan that can sometimes be enough on its own, but isn't always enough. The concept is simple. Play "},{"insert":{"card-link":"Divine Visitation"}},{"insert":" so that Shorikai creates "},{"insert":{"card-link":"Angel"}},{"insert":" tokens instead of Pilots, swing, win with combat damage by making as many angels as you can. "},{"insert":{"card-link":"Parhelion II"}},{"insert":" also assists with making the Angel tokens, but often either one does fine on it's own. Again, with this, "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is often used as a quick finisher, but the strategy still works on it's own with Shorikai's control capabilities. \n\n"},{"attributes":{"bold":true},"insert":"Plan 6: SCP-001: When Day Breaks"},{"insert":"\n\tIncredibly simple. Play "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" , use Shorikai to draw into it, play it again, win. A lot easier to pull off with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" out. Usually makes everyone full swing at you, so "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or a board wipe is recommended. Usually impossible for opponents to stop once you're set up. \n\n"},{"attributes":{"bold":true},"insert":"Plan 7: All Will be One"},{"insert":"\n\tSometimes, I don't feel like playing this game, and all my friends want me to play, and they want to play miserable bracket 4 games. In situations like this, we dig for a"},{"insert":{"card-link":"Mirrorform"}},{"insert":" , let the "},{"insert":{"card-link":"Yennett, Cryptic Sovereign"}},{"insert":" player get his "},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" out, and then play Mirrorform to make the collection of Pilots we've hoarded all game into a pile of Annihilator 4 12/12s that proceed to nuke the board to the neolithic era.\n\n"},{"attributes":{"bold":true},"insert":"Plan 8: Concede. "},{"insert":"\n\tUsually happens if Shorikai gets blow up three times in a row. \n\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"insert":"\n"},{"insert":{"card-link":"Library of Leng"}},{"insert":" let's us keep our discarded cards on top, making selection a bit easier. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Minamo, School at Water's Edge"}},{"insert":" is an untap on a land, hard for opponents to deal with, and a good land all around. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Seat of the Synod"}},{"insert":" ,"},{"insert":{"card-link":"Ancient Den"}},{"insert":" ,"},{"insert":{"card-link":"Darksteel Citadel"}},{"insert":" are all artifact lands, comes up sometimes like with the construct tokens. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" can be used to find both untapping keys, the calendar, or a sol ring. If it somehow lives to see all three played, works as a solid untapper for other artifacts too. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" colored mana that untaps itself on other people's turn. Useful for holding up counter magic or for activation Shorikai on other people's turn. Used over the similar card, "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" because of the colored mana, and my playgroup calls me the devil and has banned any sort of politics involving me. Victory Chimes may be better in more politically centered games. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" Turn pilots into extra card draw, usual skullclamp shenanigans"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" Gets us value for discarding our cards, pretty easy to get all three in one turn in the late game. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" \"Why do tomorrow, what you can do today? What do today, what you can do on your opponents end step?\" -Sun Tzu, The Art of War. "},{"attributes":{"list":"true"},"insert":"\n"}]}
Shorikai, Genesis Engine
,
: Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Shorikai, Genesis Engine (sld) 1880

Commander

(Ctrl to add secondary)
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Fabrication Foundry
: Add
. Spend this mana only to cast an artifact spell or activate an ability of an artifact source.
,
, Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Artifact
Fabrication Foundry (lci) 12
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (2xm) 362
The Endstone
Whenever you play a land or cast a spell, draw a card.
At the beginning of your end step, your life total becomes half your starting life total, rounded up.
Legendary Artifact
The Endstone (eoe) 240

Artifact

(Ctrl to add secondary)
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 311
Counterspell
Counter target spell.
Instant
Counterspell (sld) 331
Disenchant
Destroy target artifact or enchantment.
Instant
Disenchant (scd) 20
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (p30a) 27
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (m3c) 170
Fate Forgotten
Exile target artifact or enchantment.
Instant
Fate Forgotten (dtk) 17
Forsake the Worldly
Exile target artifact or enchantment.
Cycling
(
, Discard this card: Draw a card.)
Instant
Forsake the Worldly (plst) AKH-13
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rav) 60
Organic Extinction
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for
.)
Destroy all nonartifact creatures.
Sorcery
Organic Extinction (nec) 8
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (pf20) 1
Permission Denied
Counter target noncreature spell. Your opponents can't cast noncreature spells this turn.
Instant
Permission Denied (rex) 42
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (cmm) 634
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (2x2) 388
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (slp) 20
Vanquish the Horde
This spell costs
less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
Vanquish the Horde (inr) 302

Disruption

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Alhammarret's Archive
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Artifact
Alhammarret's Archive (c21) 233
Library of Leng
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
Artifact
Library of Leng (spg) 158
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (blc) 283

Draw

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The Millennium Calendar
Whenever you untap one or more permanents during your untap step, put that many time counters on The Millennium Calendar.
,
: Double the number of time counters on The Millennium Calendar.
When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.
Legendary Artifact
The Millennium Calendar (lci) 257

Finisher

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Blightsteel Colossus
Trample, infect, indestructible
If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.
Creature Artifact - Golem Phyrexian
Blightsteel Colossus (2xm) 357

Infect

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Mirrorform
Each nonland permanent you control becomes a copy of target non-Aura permanent.
Instant
Mirrorform (ecl) 308

Instant

(Ctrl to add secondary)
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (2xm) 309
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (dmu) 243
Ancient Den
: Add
.
Artifact Land
Ancient Den (c21) 276
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 806
Darksteel Citadel
Indestructible
: Add
.
Artifact Land
Darksteel Citadel (plst) C14-290
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (mid) 281
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (m13) 225
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rna) 251
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 293Hengegate Pathway // Mistgate Pathway (khm) 293
Island
(
: Add
.)
Basic Land - Island
Island (unf) 241
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (chk) 279
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (cmm) 1013
Nimbus Maze
: Add
.
: Add
. Activate only if you control an Island.
: Add
. Activate only if you control a Plains.
Land
Nimbus Maze (ima) 242
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (unf) 240
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (cmm) 1020
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (tdc) 386
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (bbd) 84
Seat of the Synod
: Add
.
Artifact Land
Seat of the Synod (c18) 278
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259

Land

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Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret
Tezzeret, Cruel Captain (eoe) 287

Planeswalker

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Conformer Shuriken
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
Legendary Artifact - Equipment
Conformer Shuriken (fic) 98

Pump

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (sld) 1492
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (cmm) 941
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (cmm) 657
Liquimetal Torque
: Add
.
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
Artifact
Liquimetal Torque (mh2) 228
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (wot) 67
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 1494
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (pip) 249
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (lcc) 118
Thran Dynamo
: Add
.
Artifact
Thran Dynamo (cmm) 658

Ramp

(Ctrl to add secondary)
Abolish
You may discard a Plains card rather than pay this spell's mana cost.
Destroy target artifact or enchantment.
Instant
Abolish (pcy) 1
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 419
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (eoc) 64
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (cmm) 624
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (otp) 11
Polymorph
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.
Sorcery
Polymorph (m10) 67

Removal

(Ctrl to add secondary)
Humility
All creatures lose all abilities and have base power and toughness 1/1.
Enchantment
Humility (tmp) 24

Stax

(Ctrl to add secondary)
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11
Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact
Thousand Moons Smithy // Barracks of the Thousand (lci) 39Thousand Moons Smithy // Barracks of the Thousand (lci) 39
Unwinding Clock
Untap all artifacts you control during each other player's untap step.
Artifact
Unwinding Clock (brr) 61
Vedalken Orrery
You may cast spells as though they had flash.
Artifact
Vedalken Orrery (2x2) 399

Synergy

(Ctrl to add secondary)
Anchor to Reality
As an additional cost to cast this spell, sacrifice an artifact or creature.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Sorcery
Anchor to Reality (neo) 45

Tutor

(Ctrl to add secondary)
Manifold Key
,
: Untap another target artifact.
,
: Target creature can't be blocked this turn.
Artifact
Manifold Key (m20) 230
Teferi, Who Slows the Sunset
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
Legendary Planeswalker - Teferi
Teferi, Who Slows the Sunset (mid) 245
Tezzeret the Seeker
+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Legendary Planeswalker - Tezzeret
Tezzeret the Seeker (mm2) 62
Unbender Tine
: Untap another target permanent.
Artifact
Unbender Tine (arc) 97
Voltaic Key
,
: Untap target artifact.
Artifact
Voltaic Key (usg) 314

Untappers

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Aerial Surveyor
Flying
Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Crew 2
Artifact - Vehicle
Aerial Surveyor (nec) 5
Parhelion II
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Parhelion II (nec) 87
Skysovereign, Consul Flagship
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Skysovereign, Consul Flagship (nec) 159
Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle
Weatherlight (nec) 165

Vehicles

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Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (cmr) 3
Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (sld) 1826
Divine Visitation
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
Enchantment
Divine Visitation (rvr) 416
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 412
Fabricate
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Sorcery
Fabricate (sld) 332
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 60

Win Condition

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Absolute Virtue
This spell can't be countered.
Flying
You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
Legendary Creature - Warrior Avatar
Absolute Virtue (fin) 212
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (voc) 102
Ashe, Princess of Dalmasca
Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - Human Rebel Noble
Ashe, Princess of Dalmasca (fin) 425
Blitzball
: Add one mana of any color.
GOOOOAAAALLL! —
, Sacrifice this artifact: Draw two cards. Activate only if an opponent was dealt combat damage by a legendary creature this turn.
Artifact
Blitzball (fin) 254
Callous Oppressor
You may choose not to untap this creature during your untap step.
As this creature enters, an opponent chooses a creature type.
: Gain control of target creature that isn't of the chosen type for as long as this creature remains tapped.
Creature - Octopus
Callous Oppressor (ons) 72
Chaos Confetti
,
: Tear this artifact into pieces. Throw the pieces onto the battlefield from a distance of at least five feet. Destroy each permanent that a piece touches. Remove the pieces from the game.
Artifact
Chaos Confetti (ugl) 72
Cyberdrive Awakener
Flying
Other artifact creatures you control have flying.
When this creature enters, each noncreature artifact you control becomes a 4/4 artifact creature until end of turn.
Creature Artifact - Construct
Cyberdrive Awakener (nec) 12
Disallow
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Instant
Disallow (aer) 31
Displacer Kitten
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
Creature - Beast Cat
Displacer Kitten (clb) 63
Donatello, the Brains
If one or more tokens would be created under your control, those tokens plus a Mutagen token are created instead.
Partner—Character select (You can have two commanders if both have this ability.)
Legendary Creature - Mutant Ninja Turtle
Donatello, the Brains (tmc) 2
Fleeting Reflection
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
Instant
Fleeting Reflection (otj) 49
Intruder Alarm
Creatures don't untap during their controllers' untap steps.
Whenever a creature enters, untap all creatures.
Enchantment
Intruder Alarm (wot) 21
Karmic Justice
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Enchantment
Karmic Justice (wot) 65
Karn, the Great Creator
Activated abilities of artifacts your opponents control can't be activated.
+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
Legendary Planeswalker - Karn
Karn, the Great Creator (blc) 73
Kirtar's Desire
Enchant creature
Enchanted creature can't attack.
Threshold — Enchanted creature can't block as long as there are seven or more cards in your graveyard.
Enchantment - Aura
Kirtar's Desire (ody) 27
Kotori, Pilot Prodigy
Vehicles you control have crew 2.
At the beginning of combat on your turn, target artifact creature you control gains lifelink and vigilance until end of turn.
Legendary Creature - Pilot Moonfolk
Kotori, Pilot Prodigy (nec) 2
Meekstone
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Artifact
Meekstone (mb2) 227
Mobilizer Mech
Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Mobilizer Mech (neo) 65
Padeem, Consul of Innovation
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
Legendary Creature - Artificer Vedalken
Padeem, Consul of Innovation (j25) 62
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (moc) 371
Reaver Titan
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Reaver Titan (40k) 163
Restless Anchorage
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token.
Land
Restless Anchorage (lci) 347
Rise and Shine
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Rise and Shine (moc) 233
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (fca) 26
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (j25) 371
Tezzeret, Betrayer of Flesh
The first activated ability of an artifact you activate each turn costs
less to activate.
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
Legendary Planeswalker - Tezzeret
Tezzeret, Betrayer of Flesh (neo) 419
Throne of the God-Pharaoh
At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.
Legendary Artifact
Throne of the God-Pharaoh (akh) 237
Tishana's Tidebinder
Flash
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
Creature - Wizard Merfolk
Tishana's Tidebinder (lci) 335
Victory Chimes
Untap this artifact during each other player's untap step.
: A player of your choice adds
.
Artifact
Victory Chimes (c21) 274
Voltaic Servant
At the beginning of your end step, untap target artifact.
Creature Artifact - Construct
Voltaic Servant (dom) 236
Whir of Invention
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for
.)
Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
Instant
Whir of Invention (aer) 49

Maybeboard

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Angel
Flying, vigilance
Creature Token - Angel
Angel (ttdc) 2
Construct
This creature gets +1/+1 for each artifact you control.
Creature Artifact Token - Construct
Construct (tbig) 3
Elephant
Creature Token - Elephant
Elephant (tblc) 27
Gnome Soldier
This creature's power and toughness are each equal to the number of artifacts and/or creatures you control.
Creature Artifact Token - Soldier Gnome
Gnome Soldier (tlci) 3
Manifest
(You can cover a face-down manifested creature with this reminder card.
A manifested creature card can be turned face up any time for its mana cost. A face-down card can also be turned face up for its morph cost.)
Creature
Manifest (totc) 28
Pilot
This creature crews Vehicles as though its power were 2 greater.
Creature Token - Pilot
Pilot (tneo) 1
Teferi, Who Slows the Sunset Emblem
Untap all permanents you control during each opponent's untap step.
You draw a card during each opponent's draw step.
Emblem
Teferi, Who Slows the Sunset Emblem (tmid) 17
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (trex) 2

Tokens & Extras

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Deck Info

Deck stats

37 pips - 28 cards
32 mana - 30 cards
24 pips - 18 cards
31 mana - 29 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
16 mana - 13 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"\tHello, I am a struggling single mother, and this is my child. Born of my flesh and blood, it too is an abuser. The deck's core is centered on abusing "},{"insert":{"card-link":"Shorikai, Genesis Engine"}},{"insert":" 's ability to pay one mana to draw two, discard one and making a "},{"insert":{"card-link":"Pilot"}},{"insert":" . An ideal game hopes to get Shorikai out by turn three using traditional two mana mana rocks ("},{"insert":{"card-link":"Arcane Signet"}},{"insert":" , "},{"insert":{"card-link":"Liquimetal Torque"}},{"insert":" , "},{"insert":{"card-link":"Fabrication Foundry"}},{"insert":" the like), to set up for a turn 4 activation and play. The deck plays artifact untappers such as "},{"insert":{"card-link":"Voltaic Key"}},{"insert":" ,"},{"insert":{"card-link":"Manifold Key"}},{"insert":" , "},{"insert":{"card-link":"Unbender Tine"}},{"insert":" and "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" to get multiple Shorkai activations, making card selection and draw a breeze many decks cannot keep up with. The deck relies on Shorikai's discard card selection to manage an equal balance of both control and promoting the deck's win plans, which are as followed:\n\n"},{"attributes":{"bold":true},"insert":"Plan 1: Vehicle Beatdown"},{"insert":"\n\t"},{"attributes":{"bold":true},"insert":" "},{"insert":"Shorikai's "},{"insert":{"card-link":"Pilot"}},{"insert":" tokens crew as if they were crewing for three, this means Shorikai, can become an 8/8 creature with three pilots on board. Unfortunately, he lacks vigilance, so this does slow down the deck's main card draw, and does not have much evasion, so Shorikai dying to combat damage is often a real concern late game. The deck has other notable vehicles. "},{"insert":{"card-link":"Mobilizer Mech"}},{"insert":" can be crewed for only a single pilot, often allowing an early Shorikai crew as early as the turn Shorikai comes in, allowing for an 8/8 blocker until Shorikai loses summoning sickness, after which Shorikai is a solid 8/8 that comes out relatively early. "},{"insert":{"card-link":"Weatherlight"}},{"insert":" can also be crewed for a single pilot, allowing a cheap, evasive source of chip damage that also digs through our library for specifically historic. Almost all of the deck's primary wincons are historic, so Weatherlight can help find them if need be. The other support vehicle in the deck is "},{"insert":{"card-link":"Aerial Surveyor"}},{"insert":" , an evasive attacker that once again, easy to crew due to Shorikai, and lets us ramp plains in a color that doesn't usually have too much land ramp. The big two vehicles are "},{"insert":{"card-link":"Skysovereign, Consul Flagship"}},{"insert":" and "},{"insert":{"card-link":"Parhelion II"}},{"insert":" . Skysovereign is a capable flying attacker that, you guessed it, crews for only one pilot. Skysovereign can also deal 3 damage to any non-player legal target on attack, allowing for removal of any specific creatures or Planeswalkers. Parhelion II is a powerhouse, the "},{"insert":{"card-link":"Angel"}},{"insert":" tokens created on attack really get out of hand quick, and, both having vigilance, make for great blockers. The deck also runs a small angel sub-theme, while not supported by anthems or any tribal, they are a prominent feature of the deck. Parhelion II is often cheated out with "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" , by sacrificing a pilot and allowing the deck to cheat out Parhelion II for only 4 mana for a quick, effective threat. The deck also runs "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" to quickly turn the large vehicles and angels into a win, while also giving them protection from the deck's three big boardwipes: "},{"insert":{"card-link":"Vanquish the Horde"}},{"insert":" ,"},{"insert":{"card-link":"Supreme Verdict"}},{"insert":" ,"},{"insert":{"card-link":"Organic Extinction"}},{"insert":" Vehicles can be returned from the graveyard with "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Plan 2: Construct Army!"},{"insert":"\n\tProbably the weakest of all the deck's winning plans. Both "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" create "},{"insert":{"card-link":"Construct"}},{"insert":" tokens that gain in power with the number of artifacts the deck controls. The deck runs 28 artifacts, so sometimes the Constructs can get rather large, while sometimes they can't. The constructs are usually a great back-up. Notably, "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" creates treasure tokens, which if hoarded, can significantly buff the construct's power and toughness. \n\n"},{"attributes":{"bold":true},"insert":"Plan 3: Doomsday..."},{"insert":"\n\tA recent addition has been "},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" . It's a great turn one play, and usually either eats the "},{"insert":{"card-link":"Vandalblast"}},{"insert":" an early Shorikai faces or goes unnoticed. Once Shorikai gets going, it is very easy to support the Calendar by untapping it repeatedly with cards usually used to untap Shorikai. Often times, people do not concern themselves with the Calendar until it is too late. Usually, Shorikai can draw into ways to protect the Calander such as "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or the decks many, many counterspells (6 in total). The Calendar sometimes struggles with opponents who find a way to negate the damage, like phasing out with Teferi's Protection or a "},{"insert":{"card-link":"Morningtide's Light"}},{"insert":" , or preventing loss of the game through a creature such as "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" , so the deck runs plenty of removal on top of its counterspells such as "},{"insert":{"card-link":"Abolish"}},{"insert":" ,"},{"insert":{"card-link":"Fate Forgotten"}},{"insert":" or "},{"insert":{"card-link":"Forsake the Worldly"}},{"insert":" . Additionally, the Millennium Calendar is sure to draw attention in pods that know what it does and how you plan on using it, which creates a fun, archenemy theme where the entire table teams up to stop it. In case of this, the deck runs plenty of things it really shouldn't, such as "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and "},{"insert":{"card-link":"Humility"}},{"insert":" just in case. \n\n"},{"attributes":{"bold":true},"insert":"Plan 4: "},{"attributes":{"strike":true,"italic":true,"bold":true},"insert":"12"},{"attributes":{"italic":true,"bold":true},"insert":" 4 Mana"},{"attributes":{"bold":true},"insert":" 11/11 Trample, Infect, Indestructible. "},{"insert":"\n\tEarly versions of this deck run several creatures. "},{"insert":{"card-link":"Voltaic Servant"}},{"insert":" untapped my artifacts. "},{"insert":{"card-link":"Kotori, Pilot Prodigy"}},{"insert":" gave Shorikai crew 2, lifelink and vigilance, making him a super villain as early as turn 3, killing a player by turn 5. "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" turned card draw into damage. But none of it was enough. Shorikai's excess pilots made have blockers a near guarantee, while the many board wipes often came at the cost of my own creatures. So, now, the deck runs a singular creature: good old reliable "},{"insert":{"card-link":"Blightsteel Colossus"}},{"insert":" . Blightsteel is unique in the deck because it serves more than one purpose that I don't think it was ever intended to serve. Notably, Blightsteel was printed so that it cannot enter the graveyard, specifically so that it couldn't be reanimated turn one with a reanimate. Drawing into blightsteel means we don't have to discard it, losing a card to the graveyard often permanently. The deck runs the card "},{"insert":{"card-link":"Polymorph"}},{"insert":" . Similar to "},{"insert":{"card-link":"Anchor to Reality"}},{"insert":" sacrificing a Pilot to find "},{"insert":{"card-link":"Parhelion II"}},{"insert":" , Polymorph will sacrifice a Pilot to find Blight Steel Colossus as early as turn 3 with fast mana, for only 4 mana! The giant is usually enough to close out games on its own with protection from Shorikai, especially if it's out early. Additionally, you can "},{"insert":{"card-link":"Mirrorform"}},{"insert":" your whole board into Blightsteels if need be. Sometimes its need be. \n\n"},{"attributes":{"bold":true},"insert":"Plan 5: Angel Takeover"},{"insert":"\n\tLike with the constructs, this is more of a support plan that can sometimes be enough on its own, but isn't always enough. The concept is simple. Play "},{"insert":{"card-link":"Divine Visitation"}},{"insert":" so that Shorikai creates "},{"insert":{"card-link":"Angel"}},{"insert":" tokens instead of Pilots, swing, win with combat damage by making as many angels as you can. "},{"insert":{"card-link":"Parhelion II"}},{"insert":" also assists with making the Angel tokens, but often either one does fine on it's own. Again, with this, "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is often used as a quick finisher, but the strategy still works on it's own with Shorikai's control capabilities. \n\n"},{"attributes":{"bold":true},"insert":"Plan 6: SCP-001: When Day Breaks"},{"insert":"\n\tIncredibly simple. Play "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" , use Shorikai to draw into it, play it again, win. A lot easier to pull off with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" out. Usually makes everyone full swing at you, so "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" or a board wipe is recommended. Usually impossible for opponents to stop once you're set up. \n\n"},{"attributes":{"bold":true},"insert":"Plan 7: All Will be One"},{"insert":"\n\tSometimes, I don't feel like playing this game, and all my friends want me to play, and they want to play miserable bracket 4 games. In situations like this, we dig for a"},{"insert":{"card-link":"Mirrorform"}},{"insert":" , let the "},{"insert":{"card-link":"Yennett, Cryptic Sovereign"}},{"insert":" player get his "},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" out, and then play Mirrorform to make the collection of Pilots we've hoarded all game into a pile of Annihilator 4 12/12s that proceed to nuke the board to the neolithic era.\n\n"},{"attributes":{"bold":true},"insert":"Plan 8: Concede. "},{"insert":"\n\tUsually happens if Shorikai gets blow up three times in a row. \n\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"insert":"\n"},{"insert":{"card-link":"Library of Leng"}},{"insert":" let's us keep our discarded cards on top, making selection a bit easier. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Minamo, School at Water's Edge"}},{"insert":" is an untap on a land, hard for opponents to deal with, and a good land all around. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Seat of the Synod"}},{"insert":" ,"},{"insert":{"card-link":"Ancient Den"}},{"insert":" ,"},{"insert":{"card-link":"Darksteel Citadel"}},{"insert":" are all artifact lands, comes up sometimes like with the construct tokens. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" can be used to find both untapping keys, the calendar, or a sol ring. If it somehow lives to see all three played, works as a solid untapper for other artifacts too. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" colored mana that untaps itself on other people's turn. Useful for holding up counter magic or for activation Shorikai on other people's turn. Used over the similar card, "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" because of the colored mana, and my playgroup calls me the devil and has banned any sort of politics involving me. Victory Chimes may be better in more politically centered games. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" Turn pilots into extra card draw, usual skullclamp shenanigans"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" Gets us value for discarding our cards, pretty easy to get all three in one turn in the late game. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" \"Why do tomorrow, what you can do today? What do today, what you can do on your opponents end step?\" -Sun Tzu, The Art of War. "},{"attributes":{"list":"true"},"insert":"\n"}]}
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