Reberta
2.7k views3 days ago
Commander
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{"ops":[{"insert":"Although Terra herself is a devastating commander-damage flier with many different combos, this deck is not so much reliant on her as it is enabled by her. This is a "},{"attributes":{"bold":true},"insert":"Final Fantasy: Summoner"},{"insert":" deck, not a cEDH pile. In keeping with the theme and win conditions of the deck, this version of Terra aims to go big with her magical ancestry, and so she specifically seeks out enchantment creatures. That said, you'll notice that we're not running every FF summon printed, notably some of the lower-rarity sagas ("},{"insert":{"card-link":"Summon: Fat Chocobo"}},{"insert":" , "},{"insert":{"card-link":"Summon: Choco/Mog"}},{"insert":" , "},{"insert":{"card-link":"Summon: G.F. Ifrit"}},{"insert":" ) and those that just don't do anything for the deck ("},{"insert":{"card-link":"Summon: Esper Ramuh"}},{"insert":" , "},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" , "},{"insert":{"card-link":"Summon: Brynhildr"}},{"insert":" ).\n\nWhereas many Terra builds capitalize on infinite clones or 25+ game changers, we're going to punch people in the face as many times as we can. To do this, we're fielding counter manipulation (NOT counterspells), recursion and enchantment anthems to ensure our summons stick around longer. We are favoring effects that have fewer restrictions (which is why we sent "},{"insert":{"card-link":"Goldberry, River-Daughter"}},{"insert":" back home, and why we benched "},{"insert":{"card-link":"Sigurd, Jarl of Ravensthorpe"}},{"insert":" and "},{"insert":{"card-link":"Xavier Sal, Infested Captain"}},{"insert":" .) In the spirit of ye great Maldhound, we are leaning into what we enjoy doing (removing counters to turn supposed drawbacks into payoffs) rather than simply being midrange value.\n\nOne of my best friends described this deck as just planeswalkers that can attack and block, loaded up with as many cards that say \"remove a counter\" on them. He ain't wrong, but I enjoy it.\n\nTo make up for the low number of valuable or general-use summons, the deck features some Theros and Duskmourn enchantment creatures to fill the deck's roles. "},{"insert":{"card-link":"Zur, Eternal Schemer"}},{"insert":" used to be a nice anthem effect on paper, but he doesn't have evasion the way "},{"insert":{"card-link":"Yuna, Hope of Spira"}},{"insert":" does. "},{"insert":{"card-link":"Damning Verdict"}},{"insert":" used to be in here until more than one player at my pod started playing +1/+1 counters and "},{"insert":{"card-link":"Auntie Ool, Cursewretch"}},{"insert":" respectively.\n\n"},{"insert":{"card-link":"Atraxa, Praetors' Voice"}},{"insert":" is there solely as a distraction, a target dummy. Her infamy and hate are usually strong enough to attract removal (removal you don't want targeting your real threats), and to give the false impression that we're a proliferate deck. If she gets to have some fun for a turn or two, that's just a bonus.\n\n("},{"attributes":{"underline":true},"insert":"8/26/26"},{"insert":") The 20-person magic pod in our neck of the Windy City suburbs has a lot of variety, disparity and disagreement on how to approach the bracket system. Some don't like having their decks limited or categorized. Some don't like the idea of session/rule 0 discussions before a match. Some very much do not want to be pubstomped constantly. Proxying is running rampant, but even proxying on the level needed to print one or multiple decks is beyond the budget of both our newer and older players.\n\n["},{"attributes":{"underline":true},"insert":"Bracket Talk"},{"insert":"] My pod has changed in that half of our players are using proxies to field more game changers in their decks, "},{"attributes":{"italic":true},"insert":"as well as any and all expensive lands"},{"insert":". In an effort to keep Terra in line with precons and Bracket 2 players in our pod, I've powered down the deck from its lofty origins"},{"attributes":{"bold":true},"insert":"."},{"insert":" After much consideration and time spent playing the deck purely at Bracket 2, I'm content with never upgrading this to a 3. However, it should be no surprise that the deck doesn't perform so well at tables that don't care about the bracket system. Copy combos, tutors, "},{"insert":{"card-link":"The One Ring"}},{"insert":" , "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" and infinite combos all live elsewhere in the cloud district. "},{"insert":{"card-link":"Mystic Remora"}},{"insert":" is on an extended leave of absence to avoid tainting the pool with salt water, even though its addition wouldn't take the deck up a bracket."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n["},{"attributes":{"underline":true},"insert":"Landbase Talk"},{"insert":"] The landbase proxying is something I've decided to join my pod on. The purple-tagged cards are marked as proxies, which many online services sell for cheap. I emphasize to any new player, aspiring player or budget player that the ancient Dualands and the current Shocklands and Tricycle lands are not mandatory. However, do keep in mind that because Terra is a 5-color commander, basic lands and taplands will always be viewed as something you can upgrade "},{"attributes":{"italic":true},"insert":"from"},{"insert":" if you feel the deck needs fine-tuning. Also consider the bondlands such as "},{"insert":{"card-link":"Undergrowth Stadium"}},{"insert":" and "},{"insert":{"card-link":"Spire Garden"}},{"insert":" if their prices ever drop. More recently, I've been discontent with the high number of colorless/situational lands in my games such as "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" , so I swapped some of them with cheap ramp. See below."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n["},{"attributes":{"underline":true},"insert":"Ramp Talk"},{"insert":"] I continue with my zero mana rock experiment courtesy of Trinket Mage's game theory on easy removal. The monkey's paw to this strategy has me leaning back into enchantment-based land auras such as "},{"insert":{"card-link":"Wild Growth"}},{"insert":" and "},{"insert":{"card-link":"Fertile Ground"}},{"insert":" . I'll revise my perspective on this aversion to easily-destroyable nonland mana after the next few months of card parties. I've pared back the number of ramp spells that cost four or greater – the reason being that although "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" and "},{"insert":{"card-link":"Ranger's Path"}},{"insert":" do fetch select Shocklands and Triomes, by turn 4 we want to be casting summons. "},{"attributes":{"italic":true},"insert":"Edit:"},{"insert":" After the June 27th card party, this ramp has had positive effects with tempo and consistency. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n["},{"attributes":{"underline":true},"insert":"Draw Talk"},{"insert":"] I used to run 10+ enchantress effects (triggers when you cast an enchant), but that presented problems that Rachel Weeks and Salubrious Snail caution against: Being dependent on card value engines to survive for multiple turns to grant card advantage value. Additionally, it does not feel good to draw two or more enchantresses in the opening hand alongside more combat-oriented saga creatures. Aggro and midrange want threats on the board earlier, but the enchantress wants to hit the field first to be useful. They take way longer to give an actual card advantage compared with draw sorceries. Many 2- and 3-drop enchantresses compete with ramping on early game strategy. This switch from overloading on enchantress effects also applies to "},{"insert":{"card-link":"Doomwake Giant"}},{"insert":" , "},{"insert":{"card-link":"Blightcaster"}},{"insert":" , "},{"insert":{"card-link":"Ondu Spiritdancer"}},{"insert":" and "},{"insert":{"card-link":"Eidolon of Blossoms"}},{"insert":" , even though they synergize as ETB effects in the deck. "},{"insert":{"card-link":"Harmonize"}},{"insert":" , "},{"insert":{"card-link":"Tezzeret's Gambit"}},{"insert":" and "},{"insert":{"card-link":"Vivisurgeon's Insight"}},{"insert":" are taking a maybeboard break to experiment with creature-based draw/impulse such as "},{"insert":{"card-link":"Falco Spara, Pactweaver"}},{"insert":" and "},{"insert":{"card-link":"Mister Hyde, Monster Within"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMy version of Terra has had the most success at my pod by killing people with combat damage, with a terrifying dragon god who somehow isn't legendary, or with emotional damage from singing the lyrics to Koji Fox's \""},{"attributes":{"italic":true},"insert":"Good King Moogle Mog."},{"insert":"\" In one unusual case, King Thordan invited Dion to a tea party and murdered everyone at the table with their combined flying Heavensward. In another fitting historical scenario, Tiamat's beloved Bahamut met his Primal version and visited a bullying player with the 7th Umbral Calamity. This large-scale adoption of summoning is not yet reviewed or approved by the Scions of the Seventh Dawn. Take inspiration from Emet-Selch responsibly. Consult your white mage before use.\n"}]}
Commander
Terra, Magical Adept
When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand.
Trance — , : Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Trance — , : Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Wizard Warrior


Commander
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Counter Materia
Falco Spara, Pactweaver
Flying, trample
Falco Spara enters with a shield counter on it.
You may look at the top card of your library any time.
You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
Falco Spara enters with a shield counter on it.
You may look at the top card of your library any time.
You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
Legendary Creature - Demon Bird

Rikku, Resourceful Guardian
Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control.
Steal — , : Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
Steal — , : Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
Legendary Creature - Human Artificer

Counter Materia
(CTRL to add secondary)
Espers and Eikons
Clive, Ifrit's Dominant
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Warrior Noble


Dion, Bahamut's Dominant
Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Knight Noble


Summon: Anima
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Pain — You draw a card and you lose 1 life.
IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life.
Menace
I, II, III — Pain — You draw a card and you lose 1 life.
IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life.
Menace
Creature Enchantment - Saga Horror

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

Summon: Esper Valigarmanda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile an instant or sorcery card from each graveyard.
II, III, IV — Add for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell.
Flying, haste
I — Exile an instant or sorcery card from each graveyard.
II, III, IV — Add for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell.
Flying, haste
Creature Enchantment - Saga Drake

Summon: Good King Mog XII
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
Creature Enchantment - Saga Moogle

Summon: Knights of Round
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
Creature Enchantment - Knight Saga

Summon: Kujata
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
Creature Enchantment - Saga Ox

Summon: Magus Sisters
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
Creature Enchantment - Saga Faerie

Summon: Primal Garuda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying
Creature Enchantment - Saga Harpy

Summon: Primal Odin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gungnir — Destroy target creature an opponent controls.
II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game."
III — Hall of Sorrow — Draw two cards. Each player loses 2 life.
I — Gungnir — Destroy target creature an opponent controls.
II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game."
III — Hall of Sorrow — Draw two cards. Each player loses 2 life.
Creature Enchantment - Knight Saga

Summon: Shiva
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
III — Diamond Dust — Draw a card for each tapped creature your opponents control.
I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
III — Diamond Dust — Draw a card for each tapped creature your opponents control.
Creature Enchantment - Saga Elemental

Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant

Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Espers and Eikons
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Gil Farmers
Kestia, the Cultivator
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Enchanted creature gets +4/+4.
Whenever an enchanted creature or enchantment creature you control attacks, draw a card.
Enchanted creature gets +4/+4.
Whenever an enchanted creature or enchantment creature you control attacks, draw a card.
Legendary Creature Enchantment - Nymph

Sanctuary Warden
Flying
This creature enters with two shield counters on it.
Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
This creature enters with two shield counters on it.
Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
Creature - Soldier Angel

Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
Legendary Creature - Human Warrior

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

Lifestream
(CTRL to add secondary)
Mako Reactors
Fain, the Broker
, Sacrifice a creature: Put two +1/+1 counters on target creature.
, Remove a counter from a creature you control: Create a Treasure token.
, Sacrifice an artifact: Create a 2/1 white and black Inkling creature token with flying.
: Untap Fain.
, Remove a counter from a creature you control: Create a Treasure token.
, Sacrifice an artifact: Create a 2/1 white and black Inkling creature token with flying.
: Untap Fain.
Legendary Creature - Human Warlock

Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout

Mako Reactors
(CTRL to add secondary)
Mighty Guard
Enduring Courage
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Dog Glimmer

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Mighty Guard
(CTRL to add secondary)
Phoenix Downs
Rydia, Summoner of Mist
Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Legendary Creature - Human Shaman

Starfield of Nyx
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment

Tom Bombadil
As long as there are four or more lore counters among Sagas you control, Tom Bombadil has hexproof and indestructible.
Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn.
Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn.
Legendary Creature - God Bard

Yuna, Hope of Spira
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward .
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
Legendary Creature - Human Cleric

Phoenix Downs
(CTRL to add secondary)
Subversion Materia
Fear of Sleep Paralysis
Flying
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Creature Enchantment - Nightmare

Subversion Materia
(CTRL to add secondary)
Maybeboard
Nexus Mentality
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Move all counters from target nonland permanent you control onto another target nonland permanent you control.
• Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
• Move all counters from target nonland permanent you control onto another target nonland permanent you control.
• Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
Instant

Sin, Unending Cataclysm
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
Legendary Creature - Avatar Leviathan

Zur, Eternal Schemer
Flying
Enchantment creatures you control have deathtouch, lifelink, and hexproof.
: Target non-Aura enchantment you control becomes a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment creatures you control have deathtouch, lifelink, and hexproof.
: Target non-Aura enchantment you control becomes a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Legendary Creature - Human Wizard

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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Description
{"ops":[{"insert":"Although Terra herself is a devastating commander-damage flier with many different combos, this deck is not so much reliant on her as it is enabled by her. This is a "},{"attributes":{"bold":true},"insert":"Final Fantasy: Summoner"},{"insert":" deck, not a cEDH pile. In keeping with the theme and win conditions of the deck, this version of Terra aims to go big with her magical ancestry, and so she specifically seeks out enchantment creatures. That said, you'll notice that we're not running every FF summon printed, notably some of the lower-rarity sagas ("},{"insert":{"card-link":"Summon: Fat Chocobo"}},{"insert":" , "},{"insert":{"card-link":"Summon: Choco/Mog"}},{"insert":" , "},{"insert":{"card-link":"Summon: G.F. Ifrit"}},{"insert":" ) and those that just don't do anything for the deck ("},{"insert":{"card-link":"Summon: Esper Ramuh"}},{"insert":" , "},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" , "},{"insert":{"card-link":"Summon: Brynhildr"}},{"insert":" ).\n\nWhereas many Terra builds capitalize on infinite clones or 25+ game changers, we're going to punch people in the face as many times as we can. To do this, we're fielding counter manipulation (NOT counterspells), recursion and enchantment anthems to ensure our summons stick around longer. We are favoring effects that have fewer restrictions (which is why we sent "},{"insert":{"card-link":"Goldberry, River-Daughter"}},{"insert":" back home, and why we benched "},{"insert":{"card-link":"Sigurd, Jarl of Ravensthorpe"}},{"insert":" and "},{"insert":{"card-link":"Xavier Sal, Infested Captain"}},{"insert":" .) In the spirit of ye great Maldhound, we are leaning into what we enjoy doing (removing counters to turn supposed drawbacks into payoffs) rather than simply being midrange value.\n\nOne of my best friends described this deck as just planeswalkers that can attack and block, loaded up with as many cards that say \"remove a counter\" on them. He ain't wrong, but I enjoy it.\n\nTo make up for the low number of valuable or general-use summons, the deck features some Theros and Duskmourn enchantment creatures to fill the deck's roles. "},{"insert":{"card-link":"Zur, Eternal Schemer"}},{"insert":" used to be a nice anthem effect on paper, but he doesn't have evasion the way "},{"insert":{"card-link":"Yuna, Hope of Spira"}},{"insert":" does. "},{"insert":{"card-link":"Damning Verdict"}},{"insert":" used to be in here until more than one player at my pod started playing +1/+1 counters and "},{"insert":{"card-link":"Auntie Ool, Cursewretch"}},{"insert":" respectively.\n\n"},{"insert":{"card-link":"Atraxa, Praetors' Voice"}},{"insert":" is there solely as a distraction, a target dummy. Her infamy and hate are usually strong enough to attract removal (removal you don't want targeting your real threats), and to give the false impression that we're a proliferate deck. If she gets to have some fun for a turn or two, that's just a bonus.\n\n("},{"attributes":{"underline":true},"insert":"8/26/26"},{"insert":") The 20-person magic pod in our neck of the Windy City suburbs has a lot of variety, disparity and disagreement on how to approach the bracket system. Some don't like having their decks limited or categorized. Some don't like the idea of session/rule 0 discussions before a match. Some very much do not want to be pubstomped constantly. Proxying is running rampant, but even proxying on the level needed to print one or multiple decks is beyond the budget of both our newer and older players.\n\n["},{"attributes":{"underline":true},"insert":"Bracket Talk"},{"insert":"] My pod has changed in that half of our players are using proxies to field more game changers in their decks, "},{"attributes":{"italic":true},"insert":"as well as any and all expensive lands"},{"insert":". In an effort to keep Terra in line with precons and Bracket 2 players in our pod, I've powered down the deck from its lofty origins"},{"attributes":{"bold":true},"insert":"."},{"insert":" After much consideration and time spent playing the deck purely at Bracket 2, I'm content with never upgrading this to a 3. However, it should be no surprise that the deck doesn't perform so well at tables that don't care about the bracket system. Copy combos, tutors, "},{"insert":{"card-link":"The One Ring"}},{"insert":" , "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" and infinite combos all live elsewhere in the cloud district. "},{"insert":{"card-link":"Mystic Remora"}},{"insert":" is on an extended leave of absence to avoid tainting the pool with salt water, even though its addition wouldn't take the deck up a bracket."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n["},{"attributes":{"underline":true},"insert":"Landbase Talk"},{"insert":"] The landbase proxying is something I've decided to join my pod on. The purple-tagged cards are marked as proxies, which many online services sell for cheap. I emphasize to any new player, aspiring player or budget player that the ancient Dualands and the current Shocklands and Tricycle lands are not mandatory. However, do keep in mind that because Terra is a 5-color commander, basic lands and taplands will always be viewed as something you can upgrade "},{"attributes":{"italic":true},"insert":"from"},{"insert":" if you feel the deck needs fine-tuning. Also consider the bondlands such as "},{"insert":{"card-link":"Undergrowth Stadium"}},{"insert":" and "},{"insert":{"card-link":"Spire Garden"}},{"insert":" if their prices ever drop. More recently, I've been discontent with the high number of colorless/situational lands in my games such as "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" , so I swapped some of them with cheap ramp. See below."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n["},{"attributes":{"underline":true},"insert":"Ramp Talk"},{"insert":"] I continue with my zero mana rock experiment courtesy of Trinket Mage's game theory on easy removal. The monkey's paw to this strategy has me leaning back into enchantment-based land auras such as "},{"insert":{"card-link":"Wild Growth"}},{"insert":" and "},{"insert":{"card-link":"Fertile Ground"}},{"insert":" . I'll revise my perspective on this aversion to easily-destroyable nonland mana after the next few months of card parties. I've pared back the number of ramp spells that cost four or greater – the reason being that although "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" and "},{"insert":{"card-link":"Ranger's Path"}},{"insert":" do fetch select Shocklands and Triomes, by turn 4 we want to be casting summons. "},{"attributes":{"italic":true},"insert":"Edit:"},{"insert":" After the June 27th card party, this ramp has had positive effects with tempo and consistency. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n["},{"attributes":{"underline":true},"insert":"Draw Talk"},{"insert":"] I used to run 10+ enchantress effects (triggers when you cast an enchant), but that presented problems that Rachel Weeks and Salubrious Snail caution against: Being dependent on card value engines to survive for multiple turns to grant card advantage value. Additionally, it does not feel good to draw two or more enchantresses in the opening hand alongside more combat-oriented saga creatures. Aggro and midrange want threats on the board earlier, but the enchantress wants to hit the field first to be useful. They take way longer to give an actual card advantage compared with draw sorceries. Many 2- and 3-drop enchantresses compete with ramping on early game strategy. This switch from overloading on enchantress effects also applies to "},{"insert":{"card-link":"Doomwake Giant"}},{"insert":" , "},{"insert":{"card-link":"Blightcaster"}},{"insert":" , "},{"insert":{"card-link":"Ondu Spiritdancer"}},{"insert":" and "},{"insert":{"card-link":"Eidolon of Blossoms"}},{"insert":" , even though they synergize as ETB effects in the deck. "},{"insert":{"card-link":"Harmonize"}},{"insert":" , "},{"insert":{"card-link":"Tezzeret's Gambit"}},{"insert":" and "},{"insert":{"card-link":"Vivisurgeon's Insight"}},{"insert":" are taking a maybeboard break to experiment with creature-based draw/impulse such as "},{"insert":{"card-link":"Falco Spara, Pactweaver"}},{"insert":" and "},{"insert":{"card-link":"Mister Hyde, Monster Within"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMy version of Terra has had the most success at my pod by killing people with combat damage, with a terrifying dragon god who somehow isn't legendary, or with emotional damage from singing the lyrics to Koji Fox's \""},{"attributes":{"italic":true},"insert":"Good King Moogle Mog."},{"insert":"\" In one unusual case, King Thordan invited Dion to a tea party and murdered everyone at the table with their combined flying Heavensward. In another fitting historical scenario, Tiamat's beloved Bahamut met his Primal version and visited a bullying player with the 7th Umbral Calamity. This large-scale adoption of summoning is not yet reviewed or approved by the Scions of the Seventh Dawn. Take inspiration from Emet-Selch responsibly. Consult your white mage before use.\n"}]}















































































