18.9k views33 days ago
Commander
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Indraga

18.9k views33 days ago
Commander
Size: 100Salt sum: 35.6

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{"ops":[{"insert":"\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"\"Sothera hides a ghost—the Inspirit, a fabled eternity ship adrift in the Garden of Apeiron, a vast and uncanny region at the edge of the system. This massive vessel was once the pride of a distant world, launched and lost to the hazards of Weft travel. To its former crew, however, the Inspirit isn't some quiet tomb; the ship lives through its self-aware artificial mind, Kilo. It's also home to a legion of mechans who have found their way aboard, meditating and toiling tirelessly in pursuit of self-actualization. The Inspirit is a temple, the body of a god, and the promise to mechan pilgrims that somewhere in their code lies the latent possibility of realizing their own consciousness.\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"-The Legends of Edge of Eternities"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Inspirit, Flagship Vessel"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\t\t\tA Deck Primer"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\tBracket: 3 (Upgraded Pre-Con Base)\n\t\t\t\t\t\t\t\t\t Budget: $50 Precon + $200-$800 Upgrades\n\t\t\t\t\t\t\t\t\t\t\t\t\tLaunch Date: August 1st, 2025\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Index"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Introductory Notes"},{"insert":" - Bracket, Budget, Apology"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Putting the Spirit in Inspirit"},{"insert":" - Preserving your Pre-Con "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"Take me out to the black\""},{"insert":" - Ship Upgrades/Cuts"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"Tell em' I ain't comin' back\""},{"insert":" - The Early Turns"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"Burn the land and boil the sea\""},{"insert":" - Your Win Conditions"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"You can't take the skies from me\""},{"insert":" - Other Ship Upgrades"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Sitting on the Toilet"},{"insert":" - The Tezzeret Package"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Outro"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\t\t\t\ti. Post-Launch Updates by Set\n\n\n\n\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Introductory Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"You know what the first rule of flying is? Well, I suppose you do, since you already know what I'm about to say.\""},{"insert":"\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"\"I do. But I like to hear you say it.\""},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"\"Love. You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' 'fore she keens. Makes her a Home.\""},{"insert":"\n\n\t\t2025's Edge of Eternities(EOE) set brought with it a fun little update to Commander. No, planeswalkers still can't be commanders. They got beat to the punch by Spaceships, a new and exciting permanent type for Magic's premier sci-fi set!(No, not you Neon Dynasty because there's a difference between Sci-fi and Cyberpunk. Go ahead and look it up, I didn't.) With EOE, came 2025's final installment of Pre-Con commander decks: "},{"attributes":{"italic":true},"insert":"World Shaper"},{"insert":", a deck based around bugs and landfall and sacking lands & "},{"attributes":{"italic":true},"insert":"Counter Intelligence"},{"insert":", an artifact based counters/proliferate deck. You're here because land-based decks are lame and you clearly have taste. That, or you were forced by your LGS to buy the decks as a pair and figured \"Why not.\"\n\n\t\tThe goal of this primer is to provide a beginners crash course in playing, upgrading, and shaping your Counter Intelligence deck while keeping "},{"insert":{"card-link":"Inspirit, Flagship Vessel"}},{"insert":" as your commander. If you're looking to build "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":", the airlock is that way(Kilo requires a bit more specialized combo pieces with the goal of going infinite fast and a greater focus on proliferating).\n\n\t\tThematically, we're going to space, so we're trying to keep everything in the deck as on-theme as possible(art wise). This will effect our budget, and even some of the card choices I decided to Include. \n\n\t\tBracket Wise, we're aiming for a "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":" build. Yes, Archidekt currently is clocking us at a Bracket 4, but it's drunk and needs to go home. We aren't playing \"gamechangers\"(though Esper Sentinel and a certain planeswalker we'll discuss later in PART 6 are probably headed there any day now) with this current build. We do have some strong cards to be sure, and one \"extra turns\" piece for ending the game. But overall, this deck can and will win most of the time via combat damage. With some further upgrades(or downgrades) the deck can be fine tuned for Bracket 4 or drop down to bracket 2. As always, get a good sense for your pod before committing to a build. We'll be keeping this build light on interaction, mostly only keeping the stock pieces the deck came with. Depending on your pod, you can go ahead and add/remove removal, counterspells, and other tricks as you see fit.\n\n\t\tBudget wise, we're looking to make the most significant upgrades for around $200. The current build you see above has a fully upgraded land package, even running some expensive and absolutely frivolous lands that were not in any way necessary. I'm also a sucker for art treatments and went as far as replacing most of the deck's unique rares with their extended frames, 3 Borderless Bondlands, 3 on-color fetches, 3 Unifinity shocks, 3 mythic planet lands are all there. Not to mention replacing a few cards with the Stellar Sights bonus sheet versions and Unfinity basics. Realistically, nearly the entire cost of my current build is 2 pricey non-land cards and my land upgrades. Almost all the key non-lands in the deck can be found for reasonable prices.\n\n\t\tYou should look to play Inspirit if you're interested in the following:\nPlaying an artifact deck with a bit more flavor and feeling than the typical egg, affinity or graveyard loop variety."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Playing a deck with explosive turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Playing a deck with interesting and unique turn sequences to puzzle out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Outer Space"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n\t\t\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 1: Putting the Spirit in Inspirit"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t "},{"attributes":{"italic":true},"insert":"Preserving the Core of your Pre-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Seems odd you'd name your ship after a battle you were on the wrong side of.\""},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"\"May have been the losing side. Still not convinced it was the wrong one.\""},{"insert":"\n\n\t\tInspirit is a bizarre commander and a promising look at what oddities we may see in the command zone in the future. It's looking to buff your creatures, charge your artifacts, and hedge your board against board wipes. In terms of mechanics we'll be focusing the deck on:\n\n"},{"attributes":{"bold":true},"insert":"Charge Counters"},{"insert":" - We have mana rocks, we have removal, we have win conditions, and we have draw engines all fueled by loading them up with multiple counters every turn. Usually, Inspirit will place the first few counters on, with some of our other pieces making sure they stay topped off."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Proliferate"},{"insert":" - A sub theme of the deck, we have a few easily abusable sources of proliferate that we're usually looking to start using in the mid game when we're pushing damage and removing VIP targets."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Radiant/Sunburst"},{"insert":" - The long forgotten multicolor mechanics are back baby! Free charge counters! Free +1/+1 counters! It does it all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Station"},{"insert":" - The newest mechanic of the bunch, and the most important one in the deck. Station lets you sort of \"crew\" objects with your creatures to level them up and permanently change their abilities and card types. The deck only comes with 2 spaceships you can crew, but we'll be adding more in PART 2. Don't be scared off by what seems like a large investment when building up your charge counters. The creatures in this deck get big fast. Also remember, you can Station spacecraft with other spacecraft and, unlike vehicle crewing, you can keep stationing an object even if you're already stationed it to the maximum ability level."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\t\tAs mentioned, we're looking to preserve the original decklist where possible. The great news is, WotC has done a stellar job packing this pre-con with some wonderful value and some easy includes. As far as creatures go, "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":", "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", "},{"insert":{"card-link":"Coretapper"}},{"insert":", "},{"insert":{"card-link":"Etherium Sculptor"}},{"insert":", "},{"insert":{"card-link":"Steel Overseer"}},{"insert":"(replaced with "},{"insert":{"card-link":"Iron Spider, Stark Upgrade"}},{"insert":"), "},{"insert":{"card-link":"Surge Conductor"}},{"insert":", "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":", "},{"insert":{"card-link":"Patrolling Peacemaker"}},{"insert":", and "},{"insert":{"card-link":"Thought Monitor"}},{"insert":" are all fantastic stock pieces included in the box.\n\n\t\tThe full suite of colored artifact lands are also present, which are "},{"attributes":{"italic":true},"insert":"sometimes"},{"insert":" relevant when it comes to the few creatures you have that check artifact counts or check artifact ETBs. There are also the new R/W dual lands "},{"insert":{"card-link":"Glittering Massif"}},{"insert":" and "},{"insert":{"card-link":"Radiant Summit"}},{"insert":" to help us out. Hitting W/U/R on turn three or four is critical to our gameplan, so having that one tapped land in your opening hand isn't so bad. This will be where some much needed upgrades with go a long way, but more on that in PART 2. Overall, you can keep the temples in the deck if you like. A few all-color lands have also come stock. The usual "},{"insert":{"card-link":"Command Tower"}},{"insert":" is back of course, with "},{"insert":{"card-link":"Spire of Industry"}},{"insert":" being perfect for our artifact shell, and finally "},{"insert":{"card-link":"Exotic Orchard"}},{"insert":"(replaced with "},{"insert":{"card-link":"Castle Doom"}},{"insert":") which can give us access to the other 2 colors not in our Jeskai pie which can be neat when it comes to triggering our Radiant/Sunburst abilities, like those of "},{"insert":{"card-link":"Pentad Prism"}},{"insert":".\n\n\t\tSpeaking of mana rocks, we have the usual suspects "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" present. For our charge counter shenanigans "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" & "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" are back. For some fun sunbursting "},{"insert":{"card-link":"Solar Array"}},{"insert":" is the new 'rock on the block and great. Being able to deploy your commander with counters on it removes the initial headache of needing a creature to station it. It also buffs the heck out of your creatures, letting them drop into the battlefield with 1-4 extra power.\n\n\t\tWe also got a few fantastic new card draw pieces we can keep throughout our build. "},{"insert":{"card-link":"Uthros Research Craft"}},{"insert":", "},{"insert":{"card-link":"Long-Range Sensor"}},{"insert":"(replaced with "},{"insert":{"card-link":"Vision Quest"}},{"insert":"), and "},{"insert":{"card-link":"Insight Engine"}},{"insert":" are all great includes getting their first printing. Uthros Research Craft is nutty in terms of consistent card draw and Insight engine is monstrous once you start proliferating and slapping charge counters on it. Insight Engine will refill your hand in two turns with just a couple counters from Inspirit. It's not The One Ring, but it also won't kill you either.\n\n\t\tWe also got a few decent pieces of interaction. "},{"insert":{"card-link":"Swan Song"}},{"insert":" as our only stock counterspell, "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" for some classic removal, "},{"insert":{"card-link":"Ripples of Potential"}},{"insert":" gets a great reprint and can keep our board preserved, and finally "},{"insert":{"card-link":"Lux Cannon"}},{"insert":" synergizes well with our commander as it(like nearly everything in the deck) is charge counter-centric. \n\n\t\tOverall, the stock list is wonderfully strong right out the box, so don't feel too pressured to optimize it too quickly. I always recommend playing unaltered pre-cons for a while before upgrading them, as it'll give you a feel for shortcomings and hidden all-stars.\n \n\n\n\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 2: \"Take me out to the black\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"Priority Ship Upgrades"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"If you can't do something smart, do something right.\""},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\tWhile the stock decklist is strong, it's missing a few fun toys from sets both old and new, including Edge of Eternities itself, that will let us lean harder into our themes. But first, lets go over cuts:\n\n"},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" is gonna be our first cut. Yes, the ramp piece looks strong, and it can scale radically in the late game. Trust me, mana will be the least of your issues in the late game. You'll already be running close to 45 mana sources, with a few artifact cost discount cards. At 4 mana and coming in tapped, Autogenerator is a trap."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fumigate"}},{"insert":" and "},{"insert":{"card-link":"Chain Reaction"}},{"insert":" can be cut for any other boardwipe. You can keep them in the deck until you can find other alternatives, but while it's nice that the deck came with 3 sweepers, you can adjust these for your pod."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Experimental Augury"}},{"insert":", "},{"insert":{"card-link":"Thirst for Knowledge"}},{"insert":", "},{"insert":{"card-link":"Universal Surveillance"}},{"insert":", "},{"insert":{"card-link":"Etched Oracle"}},{"insert":", and "},{"insert":{"card-link":"Mindless Automaton"}},{"insert":" are all solid card draw sources, but are slow and don't scale very well to the late game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lux Artillery"}},{"insert":" provides a slow win-con. It's nice in the late game when someone is low, but is a dead card most of the rest of the time. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":", and "},{"insert":{"card-link":"Depthshaker Titan"}},{"insert":" are craterhoof-style finishers. I personally don't love these cards and they get shut down by one of my favorite pet stax pieces we'll be putting in the deck. Depending on your build, you should play them. They're both great, just not for my pod. (If you are playing either, "},{"insert":{"card-link":"Vision Quest"}},{"insert":" becomes a must.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Moxite Refinery"}},{"insert":" is a new counter manipulator that is a bit too slow. 4 mana is a big investment, especially when it's restricted by sorcery speed. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Deepglow Skate"}},{"insert":" & "},{"insert":{"card-link":"Thrummingbird"}},{"insert":" help to put counter on things, but aren't artifacts and do very little."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emry, Lurker of the Loch"}},{"insert":" is a multi-format all-star. And it bores me. Depending on how much resiliency you want to build into your deck, you can leave or cut it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" is a good piece of repeatable removal. At 5 mana on a creature, it's likely to be removed swiftly. But I have another new 5-drop kill something every turn card in mind."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" endedup getting the cut after some Bracket 3 playtesting. The card is just too slow and paints a HUGE target on your back the instant it comes down. There are a couple cards that interact well with it, like Moxite Refinery and "},{"insert":{"card-link":"Resourceful Defense"}},{"insert":", but most of the time, these cards are too slow and clunky and are usually dead draws most of the game, so they all get the axe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands - This deck comes with good fixing, but a lot of it enters tapped. First priority is to replace your Cycle Lands -> scy Temple Lands -> Pain Lands -> Filter Lands in that order. It's imperative that you hit all three colors by turn 3 and have still have a turn 2 play. More on that in PART 3."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\t\tNext up, our upgrades:\nCard Draw - "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":", "},{"insert":{"card-link":"Culling Dais"}},{"insert":", "},{"insert":{"card-link":"Marketback Walker"}},{"insert":", "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":", and "},{"insert":{"card-link":"The Mightstone and Weakstone"}},{"insert":" are going in. Thopter Spy network gives us bodies to Station with and provide some air cover. It also lets us draw 1-3 cards a turn. Culling Dias is 2 cards a turn using our commander's charge counter ability and also gives us a sac outlet if we need to dodge exile removal. You will quickly hit turbo levels of mana in this deck, and you will often be looking for reasons to spend it. Marketback is a solid 2-drop we can use to station Inspirit the turn it comes down and scales well with all our counter effects. Esper Sentinel is a bit pricey, but is another nice early drop we can use to station Inspirit early. If it survives turn 3, we can start putting counters on it to quickly bully cards out of our opponents. The Mightstone and Weakstone give us ramp, card draw & removal when we need it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp & Discounters - "},{"insert":{"card-link":"Clock of Omens"}},{"insert":", "},{"insert":{"card-link":"Lost Jitte"}},{"insert":", "},{"insert":{"card-link":"Magda, Brazen Outlaw"}},{"insert":", and of course "},{"insert":{"card-link":"Urza, Lord Protector"}},{"insert":". Okay yes, these 4 cards aren't the cards you usually think of when you think \"ramp\" but in this deck, they do the job and all serve dual purpose rolls. Clock of Omens is an artifact deck all-star. You can use it for combat tricks, untapping your mana rocks, and since we're playing 7 artifact lands, it can even help fix you. We also have a few cards that check tapped/untapped status of our creatures. Lost Jitte is just a funny little card. You can load charge counters on it to untap your lands at instant speed, get past pesky blockers, or even beef up your creatures with +1/+1 counters. Small tip, if you have a creature equipped with Jitte and you want to use inspirit to put a +1/+1 counter on it, put 2 charge counters on Jitte instead. This will let you place two +1/+1 counters instead at instant speed. I have won entire games off an ignored Jitte. Stacking counters on it and getting semi-time walks by untapping all your lands and dumping your hand is easy and most opponents won't see the threat Jitte represents until it's too late. Magda will again give us a 2-drop body to station with and will make a treasure when she does so. Urza will be another artifact discounter which will also discount on instants and sorceries. And yes, if need be, we can meld it with Mightstone & Weakstone for some planeswalker shenanigans. I cut "},{"insert":{"card-link":"Cloud Key"}},{"insert":" since Urza also can get our Station going being a creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stax - Pod willing, I decided to put a couple stax cards in the deck. WotC, in it's infinite wisdom and design laziness, has been printing a TON of creatures with ETB effects or Panharmonicon-like effects all across the many formats of magic, mostly as bait for commander players. ETBs are difficult to interact with and annoying. So "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" came along and every year that goes by, I resist the growing temptation to put it in a deck. Well, this year I finally cracked so IN IT GOES. As I pointed out in my cuts, I took out mostly all the etb creatures so Torpor orb can be as 1-sided as possible. (After nearly a year of playtesting, Torpor Orb has traumatized many of my pods and has been a total all-star!) "},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":" on the other hand is an artifact deck classic. You will rarely be casting more than one non-artifact spell a turn seeing as 48 cards in the deck are artifacts(not including lands). Again, also another 2-drop stationing body."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Early Drop Creatures - It is MISSION CRITICAL that you have a 1 or 2 drop in your opening hand that can station Inspirit immediately. "},{"insert":{"card-link":"Walking Ballista"}},{"insert":", "},{"insert":{"card-link":"Memnite"}},{"insert":", "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":", "},{"insert":{"card-link":"Coretapper"}},{"insert":", "},{"insert":{"card-link":"Gold-Forged Thopteryx"}},{"insert":", and "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":"(See! Aetherdrift was good for something!) beef up our early game squad in addition to those mentioned previously. Walking Ballista lets us ping threats and scales like crazy in the late game. Memnite is a little trick I love that pops in when the opponent least expects. They may see that you don't have a creature out turn 2 and decide that Inspirit isn't getting stationed for another 2 turns. Well, along comes Memnite and surprise surprise! Ravager gives us another sac outlet and is mostly there to traumatize old spike players. Coretapper can give us a counter at instant speed or we can sac it for 2 more in case of emergencies. Gold-Forged Thopteryx gives us an evasive, life-linking body to stack +1/+1 counter onto and gives our legends ward. Mendicant is just a big ol' house that can solo-fully station inspirit alone in two turns if you have another artifact or artifact land in play. If it survives, copying artifacts is nice too."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Other Creatures - "},{"insert":{"card-link":"Dreamtide Whale"}},{"insert":", "},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":", "},{"insert":{"card-link":"Ironsoul Enforcer"}},{"insert":", and "},{"insert":{"card-link":"Cryptothrall"}},{"insert":" round out our crew. Dreamtide can provide a fat chunk of station counters and the proliferate is a nice bonus that can top off our commanders or other tools. Wanderglyph is just crazy and can take over games while buffing our squad. Ironsoul Enforcer gives us a little resiliency if we need to grab some tools from the yard. Cryptothrall gives Inspirit the hexproof it needs when it's fully stationed while it protects the rest of our board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Win-cons & Removal - "},{"insert":{"card-link":"All Will Be One"}},{"insert":", "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":", "},{"insert":{"card-link":"Transmogrifying Wand"}},{"insert":", and "},{"insert":{"card-link":"Nibelheim Aflame"}},{"insert":" are here to give our opponent's nightmares. We'll go over the first two in PART 4. Transmogrifying Wand acts similar to Lux Cannon for creatures and is easy to restock it's charge counters with Inspirit's first station ability. Nibelheim Aflame is our board wipe. That it can hit everything but Inspirit means we can pull off a 1-sided boardwipe while our creatures stay protected by our commander's full station ability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The stars of the show: EOE battleships - "},{"insert":{"card-link":"The Seriema"}},{"insert":", "},{"insert":{"card-link":"Dawnsire, Sunstar Dreadnought"}},{"insert":", & "},{"insert":{"card-link":"Extinguisher Battleship"}},{"insert":". Seriema is a tutor that can get us Mendicant, Magda, Jhoira, Urza or Kilo. Its also easy AF to station and protects some of our board from wipes. Having a fully station Seriema & Inspirit is a nightmare for our opponents to deal with. Dawnsire is our replacement for Alibou and is way sexier. 10 to station isn't too difficult for this deck, and sending a 20/20 beatstick in the air by the midgame isn't too shabby either. Extinguisher Battleship is a brutal on-theme curve topper that can remove the biggest threat and wipe most of the board. If inspirit is fully stationed, it survives the 4 damage and protects your team. The 5 station cost for a 10/10 beatstick in the air is also clutch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One extra note about "},{"insert":{"card-link":"Clock of Omens"}},{"insert":": It's a scary-good combo piece. You can pair it with Kilo to stack multiple proliferate triggers, and stack Solar Array or a flipped "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" triggers for a sudden army of large beaters. Alongside your artifacts in the late game, it gives them more utility."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Last-Lastly The Lands - Fetches, Shocks, the new Station Lands, bondlands, the counter/artifact related lands from EOE's Stellar Sights, "},{"insert":{"card-link":"Plaza of Heroes"}},{"insert":", "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" & "},{"insert":{"card-link":"Raugrin Triome"}},{"insert":" were my swap-ins to beef up my land base. Having untapped lands on Turns 2 & 3 are you main targets during the opening of your game. Adjust to your budget. Your stock list is honestly decent but replacing your tapped lands is the priority. If you can keep all the art as space-theme as possible(like I tried to do) even better."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\t\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 3: \"Tell em' I ain't comin' back\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"The Early Turns"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"I aim to misbehave.\" "},{"insert":"\n\n\tOkay, time to fire up those engines and get rolling! The game has yet to start and every hand looks good(or bad), so what do you want to keep? Lets go over what you want to do in your opening turns, so we know what hand will help us accomplish those objectives. \n\nA walkthrough of your early turns:\n\nTurn 1: We run 11 tapped lands, so our typical 3-land hand will have 1 tapped land on average. We have few 1-mana plays we'll usually want in place right away(Sol Ring & Esper Sentinel) so leading with a tapped land is our standard turn 1. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2: Usually the most critical turn oddly, you goal is to set up for Inspirit next turn. We run 14 creatures that can come down on Turn 2, some of which scale well in the late game(the (X)(X) creatures) and some that provide early utility(Magda). Most of these creatures are innocuous-looking and will rarely warrant removal on their own. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3: The first turn with real choices. If the board looks clear, play Inspirit and go to station with your 2-drop. Place the counter on the creature, or, if you have Everflowing Chalice or Astral Cornucopia, play them for X=0 and toss two charge counters on them for next turn so you'll be going into turn 4 with 5-6 mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis foothold will set us up for future turns, and we can start deploying our charge counter pay-offs or card draw sources immediately.\n\nThere are a few times you can go off-script:\n\nHands with Memnite allow you to skip your turn 2 creature play in case you start off with 2 tapped lands. You can sometimes catch opponents off-guard as they may assume you're playing Inspirit a turn late if they see no creature on board, just for Memnite to come down at the same time and start stationing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solar Array in your opening hand can also be a reason to delay deploying Inspirit. Playing Array on Turn 3 and then deploying an Inspirit with 3 counters can be mean you don't necessarily need a creature to open with. Copying Solar Array with "},{"insert":{"card-link":"Phyrexian Metamorph"}},{"insert":" can also set you up for explosive turns as SUNBURST CAN STACK."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTurn 4+:\nNot much to say here. Start deploying your interaction, building your board, and drawing your win-cons. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Don't always be in a rush to fully Station Inspirit to 8. Letting it dodge creature removal can sometimes be a boon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What you want to see in an opening hand:\n3+ lands that can come in untapped on T2 & T3 while giving you access to all 3 colors by T3."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A 2-drop creature you can use to station."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 4: \"Burn the land and boil the sea\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t "},{"attributes":{"italic":true},"insert":"Your Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n"},{"attributes":{"italic":true},"insert":"\"Mercy is the mark of a great man... Guess I'm just a good man... Well, I'm alright.\""},{"insert":"\n\n\tGames have to end, and we've got some fun and fair ways to do that:\n\nCombat Damage - That's right. We're attacking like it 2012. We have 5 battleships, a few fliers, and some bodies that get big quickly. Once we've established a board presence behind one or two battleships, you're usually clocking people in 1-2 turns. Mostly, your team can gum up the board long enough for you to deploy/build up beaters or find your other win-cons. Again, stationing is really easy to do, and by midgame, you'll regularly be fully stationing spacecraft the turn you play them. Dawnsire & Extinguisher are all-stars, with the latter being one of the best cards in the deck. You still have a few other non-spacecraft threats. The three ballistas, ravager, Mendicant Core, Dreamtide, Starwinder, Peacemaker, and Wanderglyph are legit threats in the endgame."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All Will Be One - Okay. This is your kill-on-sight game ender. With 1 or two ships in play, you can just keep stationing repeatedly and nuke the board. Having this out with a Clock of Omens will let you murder 2+ players right away normally. Every station becomes a burns spell. (Also, I swear I put it in the deck but in 40+ games I have yet to draw it. I believe it has since faded into myth.) (Update: We started drawing it and have never lost when we do. It's usually an instant concede if opponents don't have an answer on hand.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Magistrate's Scepter - Okay, when I said \"fun and fair,\" I kinda lied. This is an auto-win card I included specifically for those moments where the game just needs to end or when you have a \"but my deck is a 7\" player doing some kinda degeneracy and you need to pour some salt on. I will usually ask my playgroup if I can tuck and redraw when it comes up, since it's sometimes impossible to intercept the turn it comes down before the infinites begin. I kinda would consider cutting this if you don't want it as an option. (I swap in "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":" at lower powered tables.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 5: \"You can't take the skies from me\""},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t"},{"attributes":{"italic":true},"insert":"Other Ship Upgrades & Considerations"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"I look after me and mine. That don't include you 'less I conjure it does.\""},{"insert":"\n\n\t\tSo, as I've been playtesting, I've kinda treated the sideboard as a rotating roster, swapping in a few cards here and there and trying to find that perfect power for my pod. Some cards you may want to consider as well:\n\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" & "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" - can give you some resilience and recursion if you need it and give you small bodies to station."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Weapons Manufacturing"}},{"insert":" - is a cool card from Edge of Eternities that can discourage enemies from nuking the artifacts in play. I don't have a good sac outlet for it besides Archbound Ravager, but your mileage may vary."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Thoughtcast"}},{"insert":" & "},{"insert":{"card-link":"Voyage Home"}},{"insert":" - give more card draw if you feel you need it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tezzeret the Seeker"}},{"insert":" - is a beast and can fetch out the pieces you need when you need them. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ion Storm"}},{"insert":" - Is a Tekuthal-like card that lets you remove counters and provides a good mana sink/removal source. Remember that if an opponent tries to use creature-removal on Inspirit, you can remove counters to convert Inspirit back into a non-creature and fizzle the spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You can also add the big artifact finishers to your build: "},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":", "},{"insert":{"card-link":"Depthshaker Titan"}},{"insert":", or "},{"insert":{"card-link":"Kappa Cannoneer"}},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 6: Sitting on the Toilet"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"The Tezzeret Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n"},{"attributes":{"italic":true},"insert":"\"You know what the chain of command is? It's the chain I go beat you with till you understand who's in ruttin command here.\""},{"insert":"\n\n\t\tEvery ship needs a captain and sometimes that captain has showcase art that makes him look like he's taking a poop. Edge of Eternities brought with it the newest colorless planeswalker, "},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":". I had my eye on this bad boy during spoiler season and he was another pet card I wanted to squeeze into the deck for both mechanical and thematic reasons. Tezzeret and his support package can get a little pricey, but he provides the deck some great utility. First, lets go through his 4 abilities in or order of strength/relevance starting with the strongest:\n\n(-3 : Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.) This tutor is amazing. \"1 or less\" means that, unlike the final ability of "},{"insert":{"card-link":"Urza's Saga"}},{"insert":", you can grab artifacts with (X) in their mana costs. There are a total of 16 targets to fetch with Tezzeret: "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"7 Lands! Need a land? Why not make it an artifact land: "},{"insert":{"card-link":"Ancient Den"}},{"insert":", "},{"insert":{"card-link":"Great Furnace"}},{"insert":", "},{"insert":{"card-link":"Seat of the Synod"}},{"insert":", "},{"insert":{"card-link":"Razortide Bridge"}},{"insert":", "},{"insert":{"card-link":"Rustvale Bridge"}},{"insert":", "},{"insert":{"card-link":"Silverbluff Bridge"}},{"insert":", and "},{"insert":{"card-link":"Power Depot"}},{"insert":" ."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"4 Mana Rocks & Ramp pieces for charge counter tech: "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":", "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":", & "},{"insert":{"card-link":"Lost Jitte"}},{"insert":"."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"5 Creatures: "},{"insert":{"card-link":"Memnite"}},{"insert":" if you need a quick blocker but don't have mana, "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" is you need the card draw, "},{"insert":{"card-link":"Walking Ballista"}},{"insert":", "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", and "},{"insert":{"card-link":"Marketback Walker"}},{"insert":"(See! Aetherdrift was good for something else too!) if you want to start putting big bodies on the field. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" (+0 : Untap target artifact or creature. If it's an artifact creature, but a +1/+1 counter on it.) Great utility. Untap your charged up Everflowing Chalice, grow your Walking Ballista, or just use it to untap a creature after using it to station so you have a blocker. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"(Whenever an artifact you control enters, put a loyalty counter on Tezzeret.) Note that it doesn't say \"nontoken artifact.\" Treasure tokens, Thopter tokens, they all grow Tezzeret. If Tezzeret survives a turn in play, this ability can ensure he gets monstrous quickly. It's not uncommon to use his -3 or his -7 ability back to back for multiple consecutive turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"(-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.) You'll almost never use this ability unless you've already fetched out most of your other creatures and you're just closing out the game. Not a bad ability by any means, but unlikely to effect the board state very much."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\tIn all, Tezzeret is a fantastic addition to the deck. Even if you're only running a few fetchable targets(like Sol Ring and Jitte) Tezzeret is a good consideration. IMO More decks should probably be playing him but ours is perfect for him and his support pieces, which serve our core gameplan already.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 7: Outro"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n"},{"attributes":{"italic":true},"insert":"\"I'm a leaf on the wind, watch how I soar.\""},{"insert":"\n\n\t\tWell, it's been nearly a year since I started writing this primer(my first one too!) and we're finally across the finish line. Apologies to those who have been patiently waiting. I've had a ton of fun piloting this deck in the last year and it's in my personal top 3 decks in terms of fun. Powerlevel-wise, it's just strong enough to swing at Bracket 4 tables, but is mostly at home in Bracket 3 pods. If you're looking to take it to B4, I recommend adding more interaction(Counterspells/Protection/Removal) before taking her out of port. I plan on updating my decklist as new cards debut, so tune back in for updates and I hope this guide helps give you new pilots some fun ideas a some direction in which to take your builds.\n\n\t\tMahalo for stopping by and giving this a read!\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"Per Audatia Ad Astra"},{"insert":"\n\n\n\n\n\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"i. Post Launch Updates by Set (considerations)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\nMarvel's Spider Man(SPM) - Sept 26, 2025\n\t"},{"insert":{"card-link":"Iron Spider, Stark Upgrade"}},{"insert":" - It's a slightly better Steel Overseer, with card draw when you have some extra mana to spare. My 3-drop slot got a bit crowded, but if you need added card draw, it's not a bad p/u. (replaced Steel Overseer)\n\nTeenage Mutant Ninja Turtles(TMT/TMC) - March 6, 2026\n\t"},{"insert":{"card-link":"Ravenous Robots"}},{"insert":" - For go-wide/token builds, this card is great. 2-Drop station body that makes a small army rather quickly.\n\t"},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" - Solid Curve-Topper for closing out the game. Good if you're running a "},{"insert":{"card-link":"Repurposing Bay"}},{"insert":" package. \n\t"},{"insert":{"card-link":"Weather Maker"}},{"insert":" - 3-Drop Mana rock you can swap in for Aetheric Amplifier if you need something a little more effectual. It's pretty much a baby Lux Cannon. (replaced Aetheric Amplifier)\n\t"},{"insert":{"card-link":"Hidden Hideout"}},{"insert":" - A strict upgrade to a lot of our tapped lands. The lifelink can be great in a pinch. (replaced Mystic Monastery)\n\t"},{"insert":{"card-link":"Technodrome"}},{"insert":" - A 2-drop that can fully station Inspirit alone by T4 is nothing to scoff at. It's a 6/6 beatstick as early as T4 and can provide some card draw when needed. Reach and Trample makes this card a serious threat if ignored. (replaced Spawn Pit)\n\nMarvel Super Heroes(MSH) - June 26, 2026\n "},{"insert":{"card-link":"Castle Doom"}},{"insert":" - Untapped color-fixing that can kinda become a body in a pinch. (replaced Exotic Orchid)\n\n "},{"insert":{"card-link":"Vision Quest"}},{"insert":" - Esper Sentinel from the library onto the battlefield or back from the graveyard? Yes please. (testing: replaced Long-Range Sensor) \n\nUpcoming:\n\nThe Hobbit(HOB) - August 14, 2026\n "},{"insert":{"card-link":"Fateful Discovery"}},{"insert":" - 5-mana enchantment that draws a card whenever an artifact ETBs. Seems kind of win-more, but we'll test.\n\nStar Trek(TRK/TRC) - November 13, 2026\n "},{"insert":{"card-link":"Brad Boimler, Eager Ensign"}},{"insert":" - The relevant half of a doubling season, and can station. Wish it was an artifact, but it's still a solid 2-drop. \n\n "},{"insert":{"card-link":"Crystalline Entity"}},{"insert":" - Well... not much to say about this one. It's just crazy. One-sided wipe on an ETB. Absurd. \n\n "},{"insert":{"card-link":"U.S.S. Enterprise-D, Galaxy-Class"}},{"insert":" - I doubt this will find a home here, as our 3-drop slot is already a bit cluttered. But it is cool and might get swapped with Dawnsire while we test.\n\n Otherwise, TRC is bringing us a new Jeskai(W/U/R) commander deck with Federation Fleet, which is tagged with \"Seek out Card Draw\" & \"Charge your Spaceships\" which are things we're definitely doing already. With 33 new cards in the deck, I'm sure there'll be at least a couple new toys for consideration.\n\n"}]}

Commander

Qty: 1 Price: $1.79
Inspirit, Flagship Vessel
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
Legendary Artifact - Spacecraft
Inspirit, Flagship Vessel (eoc) 2

Commander

(CTRL to add secondary)

Engine Room (Ramp)

Qty: 8 Price: $13.28
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (eoc) 53
Astral Cornucopia
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
Artifact
Astral Cornucopia (eoc) 131
Clock of Omens
Tap two untapped artifacts you control: Untap target artifact.
Artifact
Clock of Omens (5dn) 110
Everflowing Chalice
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add
for each charge counter on this artifact.
Artifact
Everflowing Chalice (eoc) 137
Pentad Prism
Sunburst (This artifact enters with a charge counter on it for each color of mana spent to cast it.)
Remove a charge counter from this artifact: Add one mana of any color.
Artifact
Pentad Prism (eoc) 56
Sol Ring
: Add
.
Artifact
Sol Ring (eoc) 57
Solar Array
: Add one mana of any color. When you next cast an artifact spell this turn, that spell gains sunburst. (If it's a creature, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with that many charge counters on it.)
Artifact
Solar Array (eoc) 38
Weather Maker
Landfall — Whenever a land you control enters, put a charge counter on this artifact.
: Add one mana of any color.
, Remove two charge counters from this artifact: Add
.
, Remove three charge counters from this artifact: It deals 3 damage to any target.
Artifact
Weather Maker (tmt) 279

Engine Room (Ramp)

(CTRL to add secondary)

Fuel Reserves (Card Draw)

Qty: 6 Price: $10.60
Culling Dais
, Sacrifice a creature: Put a charge counter on this artifact.
, Sacrifice this artifact: Draw a card for each charge counter on this artifact.
Artifact
Culling Dais (som) 148
Insight Engine
,
: Put a charge counter on this artifact, then draw a card for each charge counter on it.
Artifact
Insight Engine (eoc) 26
Power Conduit
, Remove a counter from a permanent you control: Choose one —
• Put a charge counter on target artifact.
• Put a +1/+1 counter on target creature.
Artifact
Power Conduit (mrd) 229
Pull from Tomorrow
Draw X cards, then discard a card.
Instant
Pull from Tomorrow (eoc) 76
Thopter Spy Network
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Enchantment
Thopter Spy Network (ori) 79
Vision Quest
Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle.
Sorcery
Vision Quest (msh) 309

Fuel Reserves (Card Draw)

(CTRL to add secondary)

Hangar Bay (Spacecraft)

Qty: 4 Price: $29.76
Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft
Dawnsire, Sunstar Dreadnought (eoe) 351
Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft
Extinguisher Battleship (eoe) 355
The Seriema
When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Legendary Artifact - Spacecraft
The Seriema (eoe) 323
Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft
Uthros Research Craft (eoc) 27

Hangar Bay (Spacecraft)

(CTRL to add secondary)

Planetary Registry (Land)

Qty: 38 Price: $611.12
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (2xm) 369
Adagia, Windswept Bastion
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet
Adagia, Windswept Bastion (eoe) 250
Ancient Den
: Add
.
Artifact Land
Ancient Den (eoc) 148
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (zne) 9
Castle Doom
: Add
.
: Add one mana of any color. Spend this mana only to cast an artifact spell.
,
, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery.
Land
Castle Doom (msh) 429
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
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 (zne) 1
Glittering Massif
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain
Glittering Massif (eoc) 42
Great Furnace
: Add
.
Artifact Land
Great Furnace (eoc) 161
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 (unf) 277
Hidden Hideout
This land enters tapped.
: Add one mana of any color in your commander's color identity.
,
: Target creature you control with a counter on it gains lifelink until end of turn.
Land
Hidden Hideout (tmc) 43
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add
.
,
, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land
Inventors' Fair (eos) 21
Island
(
: Add
.)
Basic Land - Island
Island (unf) 241
Kavaron, Memorial World
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
, Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
Land - Planet
Kavaron, Memorial World (eoe) 255
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (eos) 25
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (unf) 243
Nesting Grounds
: Add
.
,
: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.
Land
Nesting Grounds (eos) 31
Plains
(
: Add
.)
Basic Land - Plains
Plains (unf) 240
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (eos) 33
Power Depot
This land enters tapped.
: Add
.
: Add one mana of any color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
Modular 1
Artifact Land
Power Depot (eos) 34
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (eoc) 43
Raugrin Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Mountain
Raugrin Triome (iko) 311
Razortide Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Razortide Bridge (eoc) 171
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (eos) 36
Rustvale Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Rustvale Bridge (eoc) 175
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (unf) 285
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (zne) 7
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (zne) 16
Seat of the Synod
: Add
.
Artifact Land
Seat of the Synod (eoc) 176
Silverbluff Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Silverbluff Bridge (eoc) 180
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmm) 664
Spire of Industry
: Add
.
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Spire of Industry (eoc) 183
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (unf) 283
The Mycosynth Gardens
: Add
.
,
: Add one mana of any color.
,
: This land becomes a copy of target nontoken artifact you control with mana value X.
Land - Sphere
The Mycosynth Gardens (one) 402
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 665
Uthros, Titanic Godcore
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Add
for each artifact you control.
Land - Planet
Uthros, Titanic Godcore (eoe) 260

Planetary Registry (Land)

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The Crew (Creatures/PWs)

Qty: 30 Price: $364.03
Arcbound Ravager
Sacrifice an artifact: Put a +1/+1 counter on this creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Beast
Arcbound Ravager (sld) 2105
Coretapper
: Put a charge counter on target artifact.
Sacrifice this creature: Put two charge counters on target artifact.
Creature Artifact - Myr
Coretapper (eoc) 132
Cryptothrall
Protector — Other artifact creatures you control have hexproof.
Creature Artifact - Construct
Cryptothrall (40k) 155
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale
Dreamtide Whale (mh3) 450
Enthusiastic Mechanaut
Flying
Artifact spells you cast cost
less to cast.
Creature Artifact - Goblin Artificer
Enthusiastic Mechanaut (eoc) 114
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Etherium Sculptor
Artifact spells you cast cost
less to cast.
Creature Artifact - Artificer Vedalken
Etherium Sculptor (eoc) 72
Ethersworn Canonist
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
Creature Artifact - Human Cleric
Ethersworn Canonist (sld) 2102
Gold-Forged Thopteryx
Flying, lifelink
Each legendary permanent you control has ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Creature Artifact - Dinosaur Thopter
Gold-Forged Thopteryx (mat) 211
Hangarback Walker
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature.
,
: Put a +1/+1 counter on this creature.
Creature Artifact - Construct
Hangarback Walker (eoc) 139
Illustrious Wanderglyph
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Creature Artifact - Golem
Illustrious Wanderglyph (lcc) 21
Iron Spider, Stark Upgrade
Vigilance
: Put a +1/+1 counter on each artifact creature and/or Vehicle you control.
, Remove two +1/+1 counters from among artifacts you control: Draw a card.
Legendary Creature Artifact - Spider Hero
Iron Spider, Stark Upgrade (spm) 279
Ironsoul Enforcer
Whenever this creature or a commander you control attacks alone, return target artifact card from your graveyard to the battlefield.
Creature Artifact - Human Samurai
Ironsoul Enforcer (nec) 41
Jhoira, Weatherlight Captain
Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Human Artificer
Jhoira, Weatherlight Captain (eoc) 118
Kilo, Apogee Mind
Haste
Whenever Kilo becomes tapped, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature Artifact - Artificer Robot
Kilo, Apogee Mind (eoc) 3
Magda, Brazen Outlaw
Other Dwarves you control get +1/+0.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Legendary Creature - Berserker Dwarf
Magda, Brazen Outlaw (khm) 312
Marketback Walker
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
When this creature dies, draw a card for each +1/+1 counter on it.
Creature Artifact - Construct
Marketback Walker (dft) 393
Memnite
Creature Artifact - Construct
Memnite (dci) 61
Mendicant Core, Guidelight
Mendicant Core's power is equal to the number of artifacts you control.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Max speed — Whenever you cast an artifact spell, you may pay
. If you do, copy it. (The copy becomes a token.)
Legendary Creature Artifact - Robot
Mendicant Core, Guidelight (dft) 365
Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot
Patrolling Peacemaker (eoc) 25
Phyrexian Metamorph
(
can be paid with either
or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
Creature Artifact - Shapeshifter Phyrexian
Phyrexian Metamorph (eoc) 75
Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Leviathan
Starwinder (eoe) 291
Surge Conductor
Whenever another nontoken artifact you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Robot
Surge Conductor (eoc) 39
Technodrome
Reach, trample
This creature can't attack or block unless its power is 6 or greater.
, Sacrifice another artifact: Draw a card. Put a +1/+1 counter on this creature.
Creature Artifact - Construct
Technodrome (tmt) 222
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
Thought Monitor
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
Flying
When this creature enters, draw two cards.
Creature Artifact - Construct
Thought Monitor (eoc) 79
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) 357Thousand Moons Smithy // Barracks of the Thousand (lci) 357
Titan Forge
,
: Put a charge counter on this artifact.
, Remove three charge counters from this artifact: Create a 9/9 colorless Golem artifact creature token.
Artifact
Titan Forge (eoc) 146
Urza, Lord Protector
Artifact, instant, and sorcery spells you cast cost
less to cast.
: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.
Legendary Creature - Human Artificer
Urza, Lord Protector (bro) 225
Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (fic) 371

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Weapon Systems (Interaction/Wincons)

Qty: 13 Price: $169.37
All Will Be One
Whenever you put one or more counters on a permanent or player, this enchantment deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
Enchantment
All Will Be One (one) 352
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (eoc) 49
Dance of the Manse
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Sorcery
Dance of the Manse (sld) 2104
Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter
Liberator, Urza's Battlethopter (bro) 364
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment
Lost Jitte (big) 53
Lux Cannon
: Put a charge counter on this artifact.
, Remove three charge counters from this artifact: Destroy target permanent.
Artifact
Lux Cannon (eoc) 141
Nibelheim Aflame
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Nibelheim Aflame (fin) 339
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 (eoc) 66
Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Ripples of Potential (eoc) 77
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46
The Mightstone and Weakstone
When The Mightstone and Weakstone enters, choose one —
• Draw two cards.
• Target creature gets -5/-5 until end of turn.
: Add
. This mana can't be spent to cast nonartifact spells.
(Melds with Urza, Lord Protector.)
Legendary Artifact - Powerstone
The Mightstone and Weakstone (bro) 238
Torpor Orb
Creatures entering don't cause abilities to trigger.
Artifact
Torpor Orb (big) 57
Transmogrifying Wand
This artifact enters with three charge counters on it.
,
, Remove a charge counter from this artifact: Destroy target creature. Its controller creates a 2/4 white Ox creature token. Activate only as a sorcery.
Artifact
Transmogrifying Wand (cmm) 981

Weapon Systems (Interaction/Wincons)

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Sideboard

Qty: 1 Price: $0.00
Urza, Planeswalker
You may activate the loyalty abilities of Urza twice each turn rather than only once.
+2: Artifact, instant, and sorcery spells you cast this turn cost
less to cast. You gain 2 life.
+1: Draw two cards, then discard a card.
0: Create two 1/1 colorless Soldier artifact creature tokens.
−3: Exile target nonland permanent.
−10: Artifacts and planeswalkers you control gain indestructible until end of turn. Destroy all nonland permanents.
Legendary Planeswalker - Urza
Urza, Planeswalker (bro) 238b

Sideboard

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Shore Leave(Maybeboard)

Qty: 15 Price: $164.17
Craterclaw Colossus
Haste
When this creature enters, creatures you control gain trample and get +X/+0 until end of turn, where X is the number of artifacts you control.
Creature Artifact - Beast Construct
Craterclaw Colossus (fra) 327
Crystalline Entity
Flying
When this creature enters, if you cast it, destroy all nonartifact creatures.
Creature Artifact - Elemental
Crystalline Entity (trk) 478
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) 48
Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
,
, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer
Goblin Engineer (sld) 2103
Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer
Goblin Welder (sld) 1617
Ion Storm
, Remove a +1/+1 counter or a charge counter from a permanent you control: This enchantment deals 2 damage to any target.
Enchantment
Ion Storm (5dn) 68
Long-Range Sensor
Whenever you attack a player, put a charge counter on this artifact.
, Remove two charge counters from this artifact: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Artifact
Long-Range Sensor (eoc) 31
Magistrate's Scepter
,
: Put a charge counter on this artifact.
, Remove three charge counters from this artifact: Take an extra turn after this one.
Artifact
Magistrate's Scepter (mmq) 304
Repurposing Bay
,
, Sacrifice another artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact
Repurposing Bay (dft) 380
Scrap Trawler
Whenever this creature dies or another artifact you control is put into a graveyard from the battlefield, return to your hand target artifact card in your graveyard with lesser mana value.
Creature Artifact - Construct
Scrap Trawler (brr) 112
Spawning Pit
Sacrifice a creature: Put a charge counter on this artifact.
, Remove two charge counters from this artifact: Create a 2/2 colorless Spawn artifact creature token.
Artifact
Spawning Pit (dst) 141
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 (sld) 1111
Thoughtcast
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
Draw two cards.
Sorcery
Thoughtcast (spg) 85
Voyage Home
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
You draw three cards and gain 3 life.
Sorcery
Voyage Home (dft) 421
Weapons Manufacturing
Whenever a nontoken artifact you control enters, create a colorless artifact token named Munitions with "When this token leaves the battlefield, it deals 2 damage to any target."
Enchantment
Weapons Manufacturing (eoe) 311

Shore Leave(Maybeboard)

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Deck Info

Deck stats

17 pips - 14 cards
29 mana - 28 cards
23 pips - 20 cards
27 mana - 25 cards
0 pips - 0 cards
0 mana - 14 cards
11 pips - 9 cards
27 mana - 26 cards
0 pips - 0 cards
0 mana - 14 cards
0 pips - 0 cards
15 mana - 12 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"\"Sothera hides a ghost—the Inspirit, a fabled eternity ship adrift in the Garden of Apeiron, a vast and uncanny region at the edge of the system. This massive vessel was once the pride of a distant world, launched and lost to the hazards of Weft travel. To its former crew, however, the Inspirit isn't some quiet tomb; the ship lives through its self-aware artificial mind, Kilo. It's also home to a legion of mechans who have found their way aboard, meditating and toiling tirelessly in pursuit of self-actualization. The Inspirit is a temple, the body of a god, and the promise to mechan pilgrims that somewhere in their code lies the latent possibility of realizing their own consciousness.\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"-The Legends of Edge of Eternities"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Inspirit, Flagship Vessel"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\t\t\tA Deck Primer"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\tBracket: 3 (Upgraded Pre-Con Base)\n\t\t\t\t\t\t\t\t\t Budget: $50 Precon + $200-$800 Upgrades\n\t\t\t\t\t\t\t\t\t\t\t\t\tLaunch Date: August 1st, 2025\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Index"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Introductory Notes"},{"insert":" - Bracket, Budget, Apology"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Putting the Spirit in Inspirit"},{"insert":" - Preserving your Pre-Con "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"Take me out to the black\""},{"insert":" - Ship Upgrades/Cuts"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"Tell em' I ain't comin' back\""},{"insert":" - The Early Turns"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"Burn the land and boil the sea\""},{"insert":" - Your Win Conditions"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"\"You can't take the skies from me\""},{"insert":" - Other Ship Upgrades"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Sitting on the Toilet"},{"insert":" - The Tezzeret Package"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Outro"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\t\t\t\ti. Post-Launch Updates by Set\n\n\n\n\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Introductory Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"You know what the first rule of flying is? Well, I suppose you do, since you already know what I'm about to say.\""},{"insert":"\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"\"I do. But I like to hear you say it.\""},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"\"Love. You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' 'fore she keens. Makes her a Home.\""},{"insert":"\n\n\t\t2025's Edge of Eternities(EOE) set brought with it a fun little update to Commander. No, planeswalkers still can't be commanders. They got beat to the punch by Spaceships, a new and exciting permanent type for Magic's premier sci-fi set!(No, not you Neon Dynasty because there's a difference between Sci-fi and Cyberpunk. Go ahead and look it up, I didn't.) With EOE, came 2025's final installment of Pre-Con commander decks: "},{"attributes":{"italic":true},"insert":"World Shaper"},{"insert":", a deck based around bugs and landfall and sacking lands & "},{"attributes":{"italic":true},"insert":"Counter Intelligence"},{"insert":", an artifact based counters/proliferate deck. You're here because land-based decks are lame and you clearly have taste. That, or you were forced by your LGS to buy the decks as a pair and figured \"Why not.\"\n\n\t\tThe goal of this primer is to provide a beginners crash course in playing, upgrading, and shaping your Counter Intelligence deck while keeping "},{"insert":{"card-link":"Inspirit, Flagship Vessel"}},{"insert":" as your commander. If you're looking to build "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":", the airlock is that way(Kilo requires a bit more specialized combo pieces with the goal of going infinite fast and a greater focus on proliferating).\n\n\t\tThematically, we're going to space, so we're trying to keep everything in the deck as on-theme as possible(art wise). This will effect our budget, and even some of the card choices I decided to Include. \n\n\t\tBracket Wise, we're aiming for a "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":" build. Yes, Archidekt currently is clocking us at a Bracket 4, but it's drunk and needs to go home. We aren't playing \"gamechangers\"(though Esper Sentinel and a certain planeswalker we'll discuss later in PART 6 are probably headed there any day now) with this current build. We do have some strong cards to be sure, and one \"extra turns\" piece for ending the game. But overall, this deck can and will win most of the time via combat damage. With some further upgrades(or downgrades) the deck can be fine tuned for Bracket 4 or drop down to bracket 2. As always, get a good sense for your pod before committing to a build. We'll be keeping this build light on interaction, mostly only keeping the stock pieces the deck came with. Depending on your pod, you can go ahead and add/remove removal, counterspells, and other tricks as you see fit.\n\n\t\tBudget wise, we're looking to make the most significant upgrades for around $200. The current build you see above has a fully upgraded land package, even running some expensive and absolutely frivolous lands that were not in any way necessary. I'm also a sucker for art treatments and went as far as replacing most of the deck's unique rares with their extended frames, 3 Borderless Bondlands, 3 on-color fetches, 3 Unifinity shocks, 3 mythic planet lands are all there. Not to mention replacing a few cards with the Stellar Sights bonus sheet versions and Unfinity basics. Realistically, nearly the entire cost of my current build is 2 pricey non-land cards and my land upgrades. Almost all the key non-lands in the deck can be found for reasonable prices.\n\n\t\tYou should look to play Inspirit if you're interested in the following:\nPlaying an artifact deck with a bit more flavor and feeling than the typical egg, affinity or graveyard loop variety."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Playing a deck with explosive turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Playing a deck with interesting and unique turn sequences to puzzle out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Outer Space"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n\t\t\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 1: Putting the Spirit in Inspirit"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t "},{"attributes":{"italic":true},"insert":"Preserving the Core of your Pre-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Seems odd you'd name your ship after a battle you were on the wrong side of.\""},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"\"May have been the losing side. Still not convinced it was the wrong one.\""},{"insert":"\n\n\t\tInspirit is a bizarre commander and a promising look at what oddities we may see in the command zone in the future. It's looking to buff your creatures, charge your artifacts, and hedge your board against board wipes. In terms of mechanics we'll be focusing the deck on:\n\n"},{"attributes":{"bold":true},"insert":"Charge Counters"},{"insert":" - We have mana rocks, we have removal, we have win conditions, and we have draw engines all fueled by loading them up with multiple counters every turn. Usually, Inspirit will place the first few counters on, with some of our other pieces making sure they stay topped off."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Proliferate"},{"insert":" - A sub theme of the deck, we have a few easily abusable sources of proliferate that we're usually looking to start using in the mid game when we're pushing damage and removing VIP targets."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Radiant/Sunburst"},{"insert":" - The long forgotten multicolor mechanics are back baby! Free charge counters! Free +1/+1 counters! It does it all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Station"},{"insert":" - The newest mechanic of the bunch, and the most important one in the deck. Station lets you sort of \"crew\" objects with your creatures to level them up and permanently change their abilities and card types. The deck only comes with 2 spaceships you can crew, but we'll be adding more in PART 2. Don't be scared off by what seems like a large investment when building up your charge counters. The creatures in this deck get big fast. Also remember, you can Station spacecraft with other spacecraft and, unlike vehicle crewing, you can keep stationing an object even if you're already stationed it to the maximum ability level."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\t\tAs mentioned, we're looking to preserve the original decklist where possible. The great news is, WotC has done a stellar job packing this pre-con with some wonderful value and some easy includes. As far as creatures go, "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":", "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", "},{"insert":{"card-link":"Coretapper"}},{"insert":", "},{"insert":{"card-link":"Etherium Sculptor"}},{"insert":", "},{"insert":{"card-link":"Steel Overseer"}},{"insert":"(replaced with "},{"insert":{"card-link":"Iron Spider, Stark Upgrade"}},{"insert":"), "},{"insert":{"card-link":"Surge Conductor"}},{"insert":", "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":", "},{"insert":{"card-link":"Patrolling Peacemaker"}},{"insert":", and "},{"insert":{"card-link":"Thought Monitor"}},{"insert":" are all fantastic stock pieces included in the box.\n\n\t\tThe full suite of colored artifact lands are also present, which are "},{"attributes":{"italic":true},"insert":"sometimes"},{"insert":" relevant when it comes to the few creatures you have that check artifact counts or check artifact ETBs. There are also the new R/W dual lands "},{"insert":{"card-link":"Glittering Massif"}},{"insert":" and "},{"insert":{"card-link":"Radiant Summit"}},{"insert":" to help us out. Hitting W/U/R on turn three or four is critical to our gameplan, so having that one tapped land in your opening hand isn't so bad. This will be where some much needed upgrades with go a long way, but more on that in PART 2. Overall, you can keep the temples in the deck if you like. A few all-color lands have also come stock. The usual "},{"insert":{"card-link":"Command Tower"}},{"insert":" is back of course, with "},{"insert":{"card-link":"Spire of Industry"}},{"insert":" being perfect for our artifact shell, and finally "},{"insert":{"card-link":"Exotic Orchard"}},{"insert":"(replaced with "},{"insert":{"card-link":"Castle Doom"}},{"insert":") which can give us access to the other 2 colors not in our Jeskai pie which can be neat when it comes to triggering our Radiant/Sunburst abilities, like those of "},{"insert":{"card-link":"Pentad Prism"}},{"insert":".\n\n\t\tSpeaking of mana rocks, we have the usual suspects "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" present. For our charge counter shenanigans "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" & "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" are back. For some fun sunbursting "},{"insert":{"card-link":"Solar Array"}},{"insert":" is the new 'rock on the block and great. Being able to deploy your commander with counters on it removes the initial headache of needing a creature to station it. It also buffs the heck out of your creatures, letting them drop into the battlefield with 1-4 extra power.\n\n\t\tWe also got a few fantastic new card draw pieces we can keep throughout our build. "},{"insert":{"card-link":"Uthros Research Craft"}},{"insert":", "},{"insert":{"card-link":"Long-Range Sensor"}},{"insert":"(replaced with "},{"insert":{"card-link":"Vision Quest"}},{"insert":"), and "},{"insert":{"card-link":"Insight Engine"}},{"insert":" are all great includes getting their first printing. Uthros Research Craft is nutty in terms of consistent card draw and Insight engine is monstrous once you start proliferating and slapping charge counters on it. Insight Engine will refill your hand in two turns with just a couple counters from Inspirit. It's not The One Ring, but it also won't kill you either.\n\n\t\tWe also got a few decent pieces of interaction. "},{"insert":{"card-link":"Swan Song"}},{"insert":" as our only stock counterspell, "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" for some classic removal, "},{"insert":{"card-link":"Ripples of Potential"}},{"insert":" gets a great reprint and can keep our board preserved, and finally "},{"insert":{"card-link":"Lux Cannon"}},{"insert":" synergizes well with our commander as it(like nearly everything in the deck) is charge counter-centric. \n\n\t\tOverall, the stock list is wonderfully strong right out the box, so don't feel too pressured to optimize it too quickly. I always recommend playing unaltered pre-cons for a while before upgrading them, as it'll give you a feel for shortcomings and hidden all-stars.\n \n\n\n\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 2: \"Take me out to the black\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"Priority Ship Upgrades"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"If you can't do something smart, do something right.\""},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\tWhile the stock decklist is strong, it's missing a few fun toys from sets both old and new, including Edge of Eternities itself, that will let us lean harder into our themes. But first, lets go over cuts:\n\n"},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" is gonna be our first cut. Yes, the ramp piece looks strong, and it can scale radically in the late game. Trust me, mana will be the least of your issues in the late game. You'll already be running close to 45 mana sources, with a few artifact cost discount cards. At 4 mana and coming in tapped, Autogenerator is a trap."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fumigate"}},{"insert":" and "},{"insert":{"card-link":"Chain Reaction"}},{"insert":" can be cut for any other boardwipe. You can keep them in the deck until you can find other alternatives, but while it's nice that the deck came with 3 sweepers, you can adjust these for your pod."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Experimental Augury"}},{"insert":", "},{"insert":{"card-link":"Thirst for Knowledge"}},{"insert":", "},{"insert":{"card-link":"Universal Surveillance"}},{"insert":", "},{"insert":{"card-link":"Etched Oracle"}},{"insert":", and "},{"insert":{"card-link":"Mindless Automaton"}},{"insert":" are all solid card draw sources, but are slow and don't scale very well to the late game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lux Artillery"}},{"insert":" provides a slow win-con. It's nice in the late game when someone is low, but is a dead card most of the rest of the time. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":", and "},{"insert":{"card-link":"Depthshaker Titan"}},{"insert":" are craterhoof-style finishers. I personally don't love these cards and they get shut down by one of my favorite pet stax pieces we'll be putting in the deck. Depending on your build, you should play them. They're both great, just not for my pod. (If you are playing either, "},{"insert":{"card-link":"Vision Quest"}},{"insert":" becomes a must.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Moxite Refinery"}},{"insert":" is a new counter manipulator that is a bit too slow. 4 mana is a big investment, especially when it's restricted by sorcery speed. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Deepglow Skate"}},{"insert":" & "},{"insert":{"card-link":"Thrummingbird"}},{"insert":" help to put counter on things, but aren't artifacts and do very little."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emry, Lurker of the Loch"}},{"insert":" is a multi-format all-star. And it bores me. Depending on how much resiliency you want to build into your deck, you can leave or cut it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" is a good piece of repeatable removal. At 5 mana on a creature, it's likely to be removed swiftly. But I have another new 5-drop kill something every turn card in mind."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" endedup getting the cut after some Bracket 3 playtesting. The card is just too slow and paints a HUGE target on your back the instant it comes down. There are a couple cards that interact well with it, like Moxite Refinery and "},{"insert":{"card-link":"Resourceful Defense"}},{"insert":", but most of the time, these cards are too slow and clunky and are usually dead draws most of the game, so they all get the axe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands - This deck comes with good fixing, but a lot of it enters tapped. First priority is to replace your Cycle Lands -> scy Temple Lands -> Pain Lands -> Filter Lands in that order. It's imperative that you hit all three colors by turn 3 and have still have a turn 2 play. More on that in PART 3."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\t\tNext up, our upgrades:\nCard Draw - "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":", "},{"insert":{"card-link":"Culling Dais"}},{"insert":", "},{"insert":{"card-link":"Marketback Walker"}},{"insert":", "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":", and "},{"insert":{"card-link":"The Mightstone and Weakstone"}},{"insert":" are going in. Thopter Spy network gives us bodies to Station with and provide some air cover. It also lets us draw 1-3 cards a turn. Culling Dias is 2 cards a turn using our commander's charge counter ability and also gives us a sac outlet if we need to dodge exile removal. You will quickly hit turbo levels of mana in this deck, and you will often be looking for reasons to spend it. Marketback is a solid 2-drop we can use to station Inspirit the turn it comes down and scales well with all our counter effects. Esper Sentinel is a bit pricey, but is another nice early drop we can use to station Inspirit early. If it survives turn 3, we can start putting counters on it to quickly bully cards out of our opponents. The Mightstone and Weakstone give us ramp, card draw & removal when we need it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp & Discounters - "},{"insert":{"card-link":"Clock of Omens"}},{"insert":", "},{"insert":{"card-link":"Lost Jitte"}},{"insert":", "},{"insert":{"card-link":"Magda, Brazen Outlaw"}},{"insert":", and of course "},{"insert":{"card-link":"Urza, Lord Protector"}},{"insert":". Okay yes, these 4 cards aren't the cards you usually think of when you think \"ramp\" but in this deck, they do the job and all serve dual purpose rolls. Clock of Omens is an artifact deck all-star. You can use it for combat tricks, untapping your mana rocks, and since we're playing 7 artifact lands, it can even help fix you. We also have a few cards that check tapped/untapped status of our creatures. Lost Jitte is just a funny little card. You can load charge counters on it to untap your lands at instant speed, get past pesky blockers, or even beef up your creatures with +1/+1 counters. Small tip, if you have a creature equipped with Jitte and you want to use inspirit to put a +1/+1 counter on it, put 2 charge counters on Jitte instead. This will let you place two +1/+1 counters instead at instant speed. I have won entire games off an ignored Jitte. Stacking counters on it and getting semi-time walks by untapping all your lands and dumping your hand is easy and most opponents won't see the threat Jitte represents until it's too late. Magda will again give us a 2-drop body to station with and will make a treasure when she does so. Urza will be another artifact discounter which will also discount on instants and sorceries. And yes, if need be, we can meld it with Mightstone & Weakstone for some planeswalker shenanigans. I cut "},{"insert":{"card-link":"Cloud Key"}},{"insert":" since Urza also can get our Station going being a creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stax - Pod willing, I decided to put a couple stax cards in the deck. WotC, in it's infinite wisdom and design laziness, has been printing a TON of creatures with ETB effects or Panharmonicon-like effects all across the many formats of magic, mostly as bait for commander players. ETBs are difficult to interact with and annoying. So "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" came along and every year that goes by, I resist the growing temptation to put it in a deck. Well, this year I finally cracked so IN IT GOES. As I pointed out in my cuts, I took out mostly all the etb creatures so Torpor orb can be as 1-sided as possible. (After nearly a year of playtesting, Torpor Orb has traumatized many of my pods and has been a total all-star!) "},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":" on the other hand is an artifact deck classic. You will rarely be casting more than one non-artifact spell a turn seeing as 48 cards in the deck are artifacts(not including lands). Again, also another 2-drop stationing body."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Early Drop Creatures - It is MISSION CRITICAL that you have a 1 or 2 drop in your opening hand that can station Inspirit immediately. "},{"insert":{"card-link":"Walking Ballista"}},{"insert":", "},{"insert":{"card-link":"Memnite"}},{"insert":", "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":", "},{"insert":{"card-link":"Coretapper"}},{"insert":", "},{"insert":{"card-link":"Gold-Forged Thopteryx"}},{"insert":", and "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":"(See! Aetherdrift was good for something!) beef up our early game squad in addition to those mentioned previously. Walking Ballista lets us ping threats and scales like crazy in the late game. Memnite is a little trick I love that pops in when the opponent least expects. They may see that you don't have a creature out turn 2 and decide that Inspirit isn't getting stationed for another 2 turns. Well, along comes Memnite and surprise surprise! Ravager gives us another sac outlet and is mostly there to traumatize old spike players. Coretapper can give us a counter at instant speed or we can sac it for 2 more in case of emergencies. Gold-Forged Thopteryx gives us an evasive, life-linking body to stack +1/+1 counter onto and gives our legends ward. Mendicant is just a big ol' house that can solo-fully station inspirit alone in two turns if you have another artifact or artifact land in play. If it survives, copying artifacts is nice too."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Other Creatures - "},{"insert":{"card-link":"Dreamtide Whale"}},{"insert":", "},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":", "},{"insert":{"card-link":"Ironsoul Enforcer"}},{"insert":", and "},{"insert":{"card-link":"Cryptothrall"}},{"insert":" round out our crew. Dreamtide can provide a fat chunk of station counters and the proliferate is a nice bonus that can top off our commanders or other tools. Wanderglyph is just crazy and can take over games while buffing our squad. Ironsoul Enforcer gives us a little resiliency if we need to grab some tools from the yard. Cryptothrall gives Inspirit the hexproof it needs when it's fully stationed while it protects the rest of our board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Win-cons & Removal - "},{"insert":{"card-link":"All Will Be One"}},{"insert":", "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":", "},{"insert":{"card-link":"Transmogrifying Wand"}},{"insert":", and "},{"insert":{"card-link":"Nibelheim Aflame"}},{"insert":" are here to give our opponent's nightmares. We'll go over the first two in PART 4. Transmogrifying Wand acts similar to Lux Cannon for creatures and is easy to restock it's charge counters with Inspirit's first station ability. Nibelheim Aflame is our board wipe. That it can hit everything but Inspirit means we can pull off a 1-sided boardwipe while our creatures stay protected by our commander's full station ability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The stars of the show: EOE battleships - "},{"insert":{"card-link":"The Seriema"}},{"insert":", "},{"insert":{"card-link":"Dawnsire, Sunstar Dreadnought"}},{"insert":", & "},{"insert":{"card-link":"Extinguisher Battleship"}},{"insert":". Seriema is a tutor that can get us Mendicant, Magda, Jhoira, Urza or Kilo. Its also easy AF to station and protects some of our board from wipes. Having a fully station Seriema & Inspirit is a nightmare for our opponents to deal with. Dawnsire is our replacement for Alibou and is way sexier. 10 to station isn't too difficult for this deck, and sending a 20/20 beatstick in the air by the midgame isn't too shabby either. Extinguisher Battleship is a brutal on-theme curve topper that can remove the biggest threat and wipe most of the board. If inspirit is fully stationed, it survives the 4 damage and protects your team. The 5 station cost for a 10/10 beatstick in the air is also clutch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One extra note about "},{"insert":{"card-link":"Clock of Omens"}},{"insert":": It's a scary-good combo piece. You can pair it with Kilo to stack multiple proliferate triggers, and stack Solar Array or a flipped "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" triggers for a sudden army of large beaters. Alongside your artifacts in the late game, it gives them more utility."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Last-Lastly The Lands - Fetches, Shocks, the new Station Lands, bondlands, the counter/artifact related lands from EOE's Stellar Sights, "},{"insert":{"card-link":"Plaza of Heroes"}},{"insert":", "},{"insert":{"card-link":"Academy Ruins"}},{"insert":" & "},{"insert":{"card-link":"Raugrin Triome"}},{"insert":" were my swap-ins to beef up my land base. Having untapped lands on Turns 2 & 3 are you main targets during the opening of your game. Adjust to your budget. Your stock list is honestly decent but replacing your tapped lands is the priority. If you can keep all the art as space-theme as possible(like I tried to do) even better."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\t\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 3: \"Tell em' I ain't comin' back\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"The Early Turns"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"I aim to misbehave.\" "},{"insert":"\n\n\tOkay, time to fire up those engines and get rolling! The game has yet to start and every hand looks good(or bad), so what do you want to keep? Lets go over what you want to do in your opening turns, so we know what hand will help us accomplish those objectives. \n\nA walkthrough of your early turns:\n\nTurn 1: We run 11 tapped lands, so our typical 3-land hand will have 1 tapped land on average. We have few 1-mana plays we'll usually want in place right away(Sol Ring & Esper Sentinel) so leading with a tapped land is our standard turn 1. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2: Usually the most critical turn oddly, you goal is to set up for Inspirit next turn. We run 14 creatures that can come down on Turn 2, some of which scale well in the late game(the (X)(X) creatures) and some that provide early utility(Magda). Most of these creatures are innocuous-looking and will rarely warrant removal on their own. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3: The first turn with real choices. If the board looks clear, play Inspirit and go to station with your 2-drop. Place the counter on the creature, or, if you have Everflowing Chalice or Astral Cornucopia, play them for X=0 and toss two charge counters on them for next turn so you'll be going into turn 4 with 5-6 mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis foothold will set us up for future turns, and we can start deploying our charge counter pay-offs or card draw sources immediately.\n\nThere are a few times you can go off-script:\n\nHands with Memnite allow you to skip your turn 2 creature play in case you start off with 2 tapped lands. You can sometimes catch opponents off-guard as they may assume you're playing Inspirit a turn late if they see no creature on board, just for Memnite to come down at the same time and start stationing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solar Array in your opening hand can also be a reason to delay deploying Inspirit. Playing Array on Turn 3 and then deploying an Inspirit with 3 counters can be mean you don't necessarily need a creature to open with. Copying Solar Array with "},{"insert":{"card-link":"Phyrexian Metamorph"}},{"insert":" can also set you up for explosive turns as SUNBURST CAN STACK."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTurn 4+:\nNot much to say here. Start deploying your interaction, building your board, and drawing your win-cons. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Don't always be in a rush to fully Station Inspirit to 8. Letting it dodge creature removal can sometimes be a boon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What you want to see in an opening hand:\n3+ lands that can come in untapped on T2 & T3 while giving you access to all 3 colors by T3."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A 2-drop creature you can use to station."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 4: \"Burn the land and boil the sea\""},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t "},{"attributes":{"italic":true},"insert":"Your Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n"},{"attributes":{"italic":true},"insert":"\"Mercy is the mark of a great man... Guess I'm just a good man... Well, I'm alright.\""},{"insert":"\n\n\tGames have to end, and we've got some fun and fair ways to do that:\n\nCombat Damage - That's right. We're attacking like it 2012. We have 5 battleships, a few fliers, and some bodies that get big quickly. Once we've established a board presence behind one or two battleships, you're usually clocking people in 1-2 turns. Mostly, your team can gum up the board long enough for you to deploy/build up beaters or find your other win-cons. Again, stationing is really easy to do, and by midgame, you'll regularly be fully stationing spacecraft the turn you play them. Dawnsire & Extinguisher are all-stars, with the latter being one of the best cards in the deck. You still have a few other non-spacecraft threats. The three ballistas, ravager, Mendicant Core, Dreamtide, Starwinder, Peacemaker, and Wanderglyph are legit threats in the endgame."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All Will Be One - Okay. This is your kill-on-sight game ender. With 1 or two ships in play, you can just keep stationing repeatedly and nuke the board. Having this out with a Clock of Omens will let you murder 2+ players right away normally. Every station becomes a burns spell. (Also, I swear I put it in the deck but in 40+ games I have yet to draw it. I believe it has since faded into myth.) (Update: We started drawing it and have never lost when we do. It's usually an instant concede if opponents don't have an answer on hand.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Magistrate's Scepter - Okay, when I said \"fun and fair,\" I kinda lied. This is an auto-win card I included specifically for those moments where the game just needs to end or when you have a \"but my deck is a 7\" player doing some kinda degeneracy and you need to pour some salt on. I will usually ask my playgroup if I can tuck and redraw when it comes up, since it's sometimes impossible to intercept the turn it comes down before the infinites begin. I kinda would consider cutting this if you don't want it as an option. (I swap in "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":" at lower powered tables.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 5: \"You can't take the skies from me\""},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t"},{"attributes":{"italic":true},"insert":"Other Ship Upgrades & Considerations"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"I look after me and mine. That don't include you 'less I conjure it does.\""},{"insert":"\n\n\t\tSo, as I've been playtesting, I've kinda treated the sideboard as a rotating roster, swapping in a few cards here and there and trying to find that perfect power for my pod. Some cards you may want to consider as well:\n\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" & "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" - can give you some resilience and recursion if you need it and give you small bodies to station."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Weapons Manufacturing"}},{"insert":" - is a cool card from Edge of Eternities that can discourage enemies from nuking the artifacts in play. I don't have a good sac outlet for it besides Archbound Ravager, but your mileage may vary."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Thoughtcast"}},{"insert":" & "},{"insert":{"card-link":"Voyage Home"}},{"insert":" - give more card draw if you feel you need it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tezzeret the Seeker"}},{"insert":" - is a beast and can fetch out the pieces you need when you need them. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ion Storm"}},{"insert":" - Is a Tekuthal-like card that lets you remove counters and provides a good mana sink/removal source. Remember that if an opponent tries to use creature-removal on Inspirit, you can remove counters to convert Inspirit back into a non-creature and fizzle the spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You can also add the big artifact finishers to your build: "},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":", "},{"insert":{"card-link":"Depthshaker Titan"}},{"insert":", or "},{"insert":{"card-link":"Kappa Cannoneer"}},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 6: Sitting on the Toilet"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"The Tezzeret Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n"},{"attributes":{"italic":true},"insert":"\"You know what the chain of command is? It's the chain I go beat you with till you understand who's in ruttin command here.\""},{"insert":"\n\n\t\tEvery ship needs a captain and sometimes that captain has showcase art that makes him look like he's taking a poop. Edge of Eternities brought with it the newest colorless planeswalker, "},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":". I had my eye on this bad boy during spoiler season and he was another pet card I wanted to squeeze into the deck for both mechanical and thematic reasons. Tezzeret and his support package can get a little pricey, but he provides the deck some great utility. First, lets go through his 4 abilities in or order of strength/relevance starting with the strongest:\n\n(-3 : Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.) This tutor is amazing. \"1 or less\" means that, unlike the final ability of "},{"insert":{"card-link":"Urza's Saga"}},{"insert":", you can grab artifacts with (X) in their mana costs. There are a total of 16 targets to fetch with Tezzeret: "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"7 Lands! Need a land? Why not make it an artifact land: "},{"insert":{"card-link":"Ancient Den"}},{"insert":", "},{"insert":{"card-link":"Great Furnace"}},{"insert":", "},{"insert":{"card-link":"Seat of the Synod"}},{"insert":", "},{"insert":{"card-link":"Razortide Bridge"}},{"insert":", "},{"insert":{"card-link":"Rustvale Bridge"}},{"insert":", "},{"insert":{"card-link":"Silverbluff Bridge"}},{"insert":", and "},{"insert":{"card-link":"Power Depot"}},{"insert":" ."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"4 Mana Rocks & Ramp pieces for charge counter tech: "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":", "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":", & "},{"insert":{"card-link":"Lost Jitte"}},{"insert":"."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"5 Creatures: "},{"insert":{"card-link":"Memnite"}},{"insert":" if you need a quick blocker but don't have mana, "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" is you need the card draw, "},{"insert":{"card-link":"Walking Ballista"}},{"insert":", "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", and "},{"insert":{"card-link":"Marketback Walker"}},{"insert":"(See! Aetherdrift was good for something else too!) if you want to start putting big bodies on the field. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" (+0 : Untap target artifact or creature. If it's an artifact creature, but a +1/+1 counter on it.) Great utility. Untap your charged up Everflowing Chalice, grow your Walking Ballista, or just use it to untap a creature after using it to station so you have a blocker. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"(Whenever an artifact you control enters, put a loyalty counter on Tezzeret.) Note that it doesn't say \"nontoken artifact.\" Treasure tokens, Thopter tokens, they all grow Tezzeret. If Tezzeret survives a turn in play, this ability can ensure he gets monstrous quickly. It's not uncommon to use his -3 or his -7 ability back to back for multiple consecutive turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"(-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.) You'll almost never use this ability unless you've already fetched out most of your other creatures and you're just closing out the game. Not a bad ability by any means, but unlikely to effect the board state very much."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\tIn all, Tezzeret is a fantastic addition to the deck. Even if you're only running a few fetchable targets(like Sol Ring and Jitte) Tezzeret is a good consideration. IMO More decks should probably be playing him but ours is perfect for him and his support pieces, which serve our core gameplan already.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Part 7: Outro"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n"},{"attributes":{"italic":true},"insert":"\"I'm a leaf on the wind, watch how I soar.\""},{"insert":"\n\n\t\tWell, it's been nearly a year since I started writing this primer(my first one too!) and we're finally across the finish line. Apologies to those who have been patiently waiting. I've had a ton of fun piloting this deck in the last year and it's in my personal top 3 decks in terms of fun. Powerlevel-wise, it's just strong enough to swing at Bracket 4 tables, but is mostly at home in Bracket 3 pods. If you're looking to take it to B4, I recommend adding more interaction(Counterspells/Protection/Removal) before taking her out of port. I plan on updating my decklist as new cards debut, so tune back in for updates and I hope this guide helps give you new pilots some fun ideas a some direction in which to take your builds.\n\n\t\tMahalo for stopping by and giving this a read!\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"italic":true},"insert":"Per Audatia Ad Astra"},{"insert":"\n\n\n\n\n\t\t"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"i. Post Launch Updates by Set (considerations)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\nMarvel's Spider Man(SPM) - Sept 26, 2025\n\t"},{"insert":{"card-link":"Iron Spider, Stark Upgrade"}},{"insert":" - It's a slightly better Steel Overseer, with card draw when you have some extra mana to spare. My 3-drop slot got a bit crowded, but if you need added card draw, it's not a bad p/u. (replaced Steel Overseer)\n\nTeenage Mutant Ninja Turtles(TMT/TMC) - March 6, 2026\n\t"},{"insert":{"card-link":"Ravenous Robots"}},{"insert":" - For go-wide/token builds, this card is great. 2-Drop station body that makes a small army rather quickly.\n\t"},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" - Solid Curve-Topper for closing out the game. Good if you're running a "},{"insert":{"card-link":"Repurposing Bay"}},{"insert":" package. \n\t"},{"insert":{"card-link":"Weather Maker"}},{"insert":" - 3-Drop Mana rock you can swap in for Aetheric Amplifier if you need something a little more effectual. It's pretty much a baby Lux Cannon. (replaced Aetheric Amplifier)\n\t"},{"insert":{"card-link":"Hidden Hideout"}},{"insert":" - A strict upgrade to a lot of our tapped lands. The lifelink can be great in a pinch. (replaced Mystic Monastery)\n\t"},{"insert":{"card-link":"Technodrome"}},{"insert":" - A 2-drop that can fully station Inspirit alone by T4 is nothing to scoff at. It's a 6/6 beatstick as early as T4 and can provide some card draw when needed. Reach and Trample makes this card a serious threat if ignored. (replaced Spawn Pit)\n\nMarvel Super Heroes(MSH) - June 26, 2026\n "},{"insert":{"card-link":"Castle Doom"}},{"insert":" - Untapped color-fixing that can kinda become a body in a pinch. (replaced Exotic Orchid)\n\n "},{"insert":{"card-link":"Vision Quest"}},{"insert":" - Esper Sentinel from the library onto the battlefield or back from the graveyard? Yes please. (testing: replaced Long-Range Sensor) \n\nUpcoming:\n\nThe Hobbit(HOB) - August 14, 2026\n "},{"insert":{"card-link":"Fateful Discovery"}},{"insert":" - 5-mana enchantment that draws a card whenever an artifact ETBs. Seems kind of win-more, but we'll test.\n\nStar Trek(TRK/TRC) - November 13, 2026\n "},{"insert":{"card-link":"Brad Boimler, Eager Ensign"}},{"insert":" - The relevant half of a doubling season, and can station. Wish it was an artifact, but it's still a solid 2-drop. \n\n "},{"insert":{"card-link":"Crystalline Entity"}},{"insert":" - Well... not much to say about this one. It's just crazy. One-sided wipe on an ETB. Absurd. \n\n "},{"insert":{"card-link":"U.S.S. Enterprise-D, Galaxy-Class"}},{"insert":" - I doubt this will find a home here, as our 3-drop slot is already a bit cluttered. But it is cool and might get swapped with Dawnsire while we test.\n\n Otherwise, TRC is bringing us a new Jeskai(W/U/R) commander deck with Federation Fleet, which is tagged with \"Seek out Card Draw\" & \"Charge your Spaceships\" which are things we're definitely doing already. With 33 new cards in the deck, I'm sure there'll be at least a couple new toys for consideration.\n\n"}]}
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