jaymacman13
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Commander
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Commander
Phelia, Exuberant Shepherd
Flash
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Legendary Creature - Dog

Commander
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8:1 Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

8:1 Ramp
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8:2 Draw
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

8:2 Draw
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8:3-A More Ramp
Beza, the Bounding Spring
When Beza enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
Legendary Creature - Elemental Elk

Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

8:3-A More Ramp
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8:3-B More Draw
8:3-B More Draw
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8:4 Interaction
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Bronzebeak Foragers
When this creature enters, for each opponent, exile up to one target nonland permanent that player controls until this creature leaves the battlefield.
: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.
: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.
Creature - Dinosaur

8:4 Interaction
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8:5 Flick-Her Bean
Appa, Steadfast Guardian
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature - Ally Bison

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Lae'zel's Acrobatics
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

8:5 Flick-Her Bean
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8:6 Manifest Deez
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Conductive Machete
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature gets +2/+1.
Equip
Equipped creature gets +2/+1.
Equip
Artifact - Equipment

Kozilek, the Broken Reality
When you cast this spell, up to two target players each manifest two cards from their hands. For each card manifested this way, you draw a card. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Other colorless creatures you control get +3/+2.
Other colorless creatures you control get +3/+2.
Legendary Creature - Eldrazi

Lightform
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchanted creature has flying and lifelink.
Enchanted creature has flying and lifelink.
Enchantment

8:6 Manifest Deez
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8:7 Flip Cup
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Overlord of the Mistmoors
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Creature Enchantment - Avatar Horror

8:7 Flip Cup
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8:8 Goodstuff
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
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.)
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 - Eldrazi

8:8 Goodstuff
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Artifact
Artifact
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Creature
Creature
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Enchantment
Airbender Ascension
When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Enchantment

Starlight Spectacular
Parade! — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone! The first creature in line gets +0/+0.)
Enchantment

Enchantment
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Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Sorcery
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Sorcery
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Hello All,\n\nI humbly submit my deck for the EDHREC deckbuilding contest for October, 2025. This is a deck led by the good Doggo, Phelia, Exuberant Shepherd. The deck has a Mono-White Flicker upfront theme, but the rest of the deck revolves around Manifest Dread! That will be our jumpscare. Triggering Manifest Dread Cards, using Phelia to flicker them, and \"jumpscaring\" our opponents with our upside down cards! What will Phelia fetch? Sometimes a mana dork/cute ball, sometimes it could be even be a interdimensional Eldrazi, or Huge Angel! We will never know what the dog will bring back! \n\nThe deck is simple in theory. Phelia allows us to \"flicker\" one permanent on each attack. If we chose to do our own, the dog gets bigger. So our beginning turns always play out the same. Turn 1 --> Plains, Turn 2 ---> Another Land, at the End-Step before our turn, Flash in Phelia. \n\nWhat we do on Turn 3 is up to us. In the deck I have a number of generic value creatures. Cards like Wall of Omens, Spirited Companion, and Combat Thresher are all great T3 Flicker targets. It draws us a card on ETB or LTB, and then when we flicker it, it comes back in drawing us another card, making sure we stay ahead on card advantage.\n\nIn the same vein, a lot of Mono-Whites Ramp is in the form of catchup. So cards like Deep Gnome Terramancer, Boreas Charger, and Claim Jumper all help us ramp, along with non-conditional ramp creatures such as Kor Cartographer and Solemn Simulcram. These, along with Pearl Medallion and Sol Ring make sure we ramp as often or as little as we need to. \n\nAlong with our card advantage creatures, I also have a package of creatures such as Welcoming Vampire and Rumor Gatherer. Since alot of our deck are smaller utility creatures, these will trigger often, but they also trigger off of our Manifest Dread cards, which are notably 2/2's. \n\nThat leads us to the heart of the Deck. Manifest Dread! Now, primarily a green or black mechanic, our options for Manifesting in these colors are slim. Some notable inclusions are \nUnsettling Twins"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unidentified Hovership"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lightform"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Soul Summons"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe best of these cards are easily Dissection Tools and Conductive Machete. These two cards allow us to Manifest Dread on ETB. So on the turns we play these we manifest the top card our library. 9 times out of 10 we are going to want to flicker these two cards with Phelia as it will allow us to repeatedly manifest dread. On the other hand, if we manifest something good like an Avacyn Angel of Hope, or a Blightsteel Colossus, we can then use Phelia's trigger to \"flicker\" the manifested card, returning it at endstep and getting us a giant creature at the end of our turn all while cheating mana cost! That is the jumpscare of the deck. Sometimes we will manifest lands, value creatures, or instants/sorceries, other times we will manifest our giant threats! Pick your favorites for this strategy but some cards I like are,\nLuminous Broodmoth"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kozilek, the Broken Reality"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avacyn Angel of Hope"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Anticausal Vestige "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Serra's Emissary"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elesh Norn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWe have a few ways to tutor these cards in white. Besides Enlightened Tutor, we have Cloud, Midgar Mercenary, and Stoneforge Mystic, both going to find us an equipment. This could be one of these artifacts, but it could also go find skull clamp for card advantage, sword of the animist for ramp, or any other value equipment we need at the time. \n\nAnother great artifact is Scroll of Fate. This card lets manifest any card from our hand, at instant speed, and we can even flicker it the same turn with Phelia. Otherwise, getting rid of a card you don't need at the time makes for a great blocker. \n\nOne of the peculiar interactions that Phelia has, if we do manifest a land, we can then flicker it with Phelia. In doing so, we ramp ourselves by 1, in addition to making our land drop for turn. Who said Mono-White can't ramp and draw?\n\nEventually, Phelia will get removed, or be unable to attack. So, we packed a few more flicker cards to assist with the game plan. Besides your typical Cloudshift and Ephemerate, which can help protect Phelia. We also have, \nEldrazi Displacer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Touch the Spirit Realm (Doubling as Removal)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Charming Prince"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fortune Loyal Steed (Both Great Flicker Targets)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Teleportation Circle (Can notably flicker both Manifest Equipments)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTwo new cards in from the Avatar Set that are great with the gampelan Appa, Steadfast Guardian as well as Airbending Lesson. These both serve as redundancy in the deck, and Appa could also lead this deck with a few cards changed around. Appa can airbend whatever card we manifested, allowing us to only cast it for 2, regardless of its CMC. Airbending Lesson does the same thing, but also draws us a card.\n\nWe have other ways to flip our manifested cards, but only a few cards flicker Artifacts, that's why I ended up choosing Phelia for this gameplan. The deck has alot of removal that is permanent based, so if we need to, we can re-use them with Phelia. Cards like Darksteel Mutation, Palace Jailer, and Bronzebeak Foragers. \n\nThe deck itself wins through combat. Blightsteel can 1 shot an opponent. Cathars Crusade and Moonshaker Cavalry are both classic Mono White Finishers. Overlord of the Mistmoors can make a bunch of flying blockers or attackers. Serra's Emissary can chose Creatures, letting you attack unimpeded by opponents blockers. While, Akroma's Will can just outright win the game. \n\nThis is a really fun deck. While we don't have access to alot of manifest dread, maybe in later sets we will return and get more toys to work with. As it stands right now. This deck sits firmly at bracket 3 and is a blast to play! I receive compliments all the time for its creativity, using a mechanic that doesn't have a lot of support in these colors, but most of all the wow factor of being able to drop 6,7,8 Mana creatures on T3! \n\nThat darn dog, what will she bring back next?\n\n"}]}
























































