jchao745
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Commander
Size: 100Salt sum: 76.65
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Aurora Awakener
Trample
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Creature - Druid Giant

Creature
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Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Draw
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Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Finisher
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

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

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
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Gisela, Blade of Goldnight
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
Legendary Creature - Angel

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Protection
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Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God

Pump
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Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Gwenna, Eyes of Gaea
: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
Legendary Creature - Elf Druid Scout

Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God

Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Shaman of Forgotten Ways
: Add two mana in any combination of colors. Spend this mana only to cast creature spells.
Formidable — , : Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.
Formidable — , : Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.
Creature - Human Shaman

Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf

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

Removal
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Stax
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Tutor
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Deck Info
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Description
{"ops":[{"attributes":{"bold":true},"insert":"Commander"},{"insert":"\n\n"},{"insert":{"card-link":"Mayael the Anima"}},{"insert":"is very straight forward. Big creature scary. Being able to cheat out a 6/6 as early as turn 2 makes the pod sweat.\n\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\n\nA Mayael deck is full of high CMC cards, making the deck very mana hungry. Even though the commander cheats out creatures, being able to pivot to hard casting creatures is a must. There are going to be times when the creature you want on the board is in your hand. Or playing Mayael isn't worth it because its commander tax got too high. Having more lands than the typical decks in bracket 4/5 is necessary.\n\n"},{"attributes":{"bold":true},"insert":"Draw Engine"},{"insert":"\n\n"},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":"+"},{"insert":{"card-link":"The Great Henge"}},{"insert":"+"},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":": these trigger when your creatures enter, which is Mayael thing. Having only one of these pieces is slow, but when combined, it can be a solid draw engine (in theory, because I haven't played with it yet)."},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":"can be a cheaper substitute for Vaultborn.\n\n"},{"insert":{"card-link":"Greater Good"}},{"insert":": big creatures are going to be seen as a threat and get removed. Having Greater Good gives the option to sacrifice them in response for card draw. It's also one of our combo pieces mentioned later.\n \n"},{"insert":{"card-link":"Scroll Rack"}},{"insert":"+"},{"insert":{"card-link":"Sylvan Library"}},{"insert":": these cards are already good on their own. Scroll Rack allows deck manipulation so that the big creatures in hand can be put in the library allowing for a guaranteed Mayael hit. Sylvan Library gives great card advantage, especially in the early game. It offers both card draw and deck manipulation. \n\n"},{"attributes":{"bold":true},"insert":"Combos"},{"insert":"\n\n"},{"insert":{"card-link":"Ilharg, the Raze-Boar"}},{"insert":" + any creature with ETB effects: when Illharg attacks, any creature in hand can be put on the battlefield and a lot of our creatures have ETBs. For example, imagine"},{"insert":{"card-link":"Terastodon"}},{"insert":" getting put on the board every turn, blowing up your opponent's lands. Or getting an"},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":" trigger every turn. In one of my games, I was able to get "},{"insert":{"card-link":"Balefire Dragon"}},{"insert":"attacking every turn, wiping out my opponents' board one turn at a time. Since Illharg has a CMC of 5, it's easy to get it played early and getting ETB effects of creatures with high CMC early is insane value. \n\n"},{"insert":{"card-link":"Seedborn Muse"}},{"insert":"+ Mayael: Why activate Mayael's ability once on your turn when you can activate it on everyone's turn? Turn order is important here. Without a haste enabler, you want Mayael on the field before Seedborn. Seedborn's ability doesn't care about summoning sickness, but Mayael's activated ability does.\n\n"},{"insert":{"card-link":"Woodfall Primus"}},{"insert":"+"},{"insert":{"card-link":"Greater Good"}},{"insert":"+"},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":": this combo can wipe your opponents' board other than creatures. Woodfall Primus enters, triggers removal ETB, sacrifice it with Greater Good, persist ability triggers, Rhythm of the Wild puts a +1/+1 counter on Woodfall Primus, and repeat. \n\n"},{"attributes":{"bold":true},"insert":"Win Condition"},{"insert":"\n\nScoping: This is probably how I won most of my games: having such a better board state that makes my opponents concede the game. This can be achieved by advancing your own board or destroying your opponents' board. Getting out a Terastodon early and blowing up 3 lands can do a number. \n\n"},{"insert":{"card-link":"Karlach, Fury of Avernus"}},{"insert":": Winning through combat damage can be slow, so getting two combats speeds up the process 2x.\n\n"},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":": There are several reasons why winning through combat damage isn't optimal in Commander. One reason is that everyone's starting life totals is 40, so it'll take a few turns to end someone even with a big creature. Another reason is that there are plenty of ways for players to get infinite life, making it almost impossible to win via combat damage. Turning everyone's life total to be equal to the number of creatures makes a win in a number of turns into a win in one turn. Since Mayael is creature based, it's more than likely for us to have more creatures than anyone else. This is especially problematic for decks that don't run many creatures which is the case in higher brackets. Now full swinging with big creatures on your turn at everyone at low life is more lethal.\n\n"},{"attributes":{"bold":true},"insert":"Strategy"},{"insert":"\n\nTurn 1/2: Ramp, ramp, ramp, and interaction\nTurn 3: Play Mayael\nTurn 4: Activate Mayael\n\nOutside of Mayael, we have plenty of ways to cheat out big creatures with"},{"insert":{"card-link":"Kodama of the East Tree"}},{"insert":","},{"insert":{"card-link":"Elvish Piper"}},{"insert":","},{"insert":{"card-link":"Aurora Awakener"}},{"insert":","},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":".\n\nTutors is usually going to target missing combo pieces or answers. Using "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" or"},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" to get Seedborn Muse straight to the battlefield is powerful. Using "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" to play "},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":" , "},{"insert":{"card-link":"Archetype of Endurance"}},{"insert":", and/or "},{"insert":{"card-link":"Serra's Emissary // Serra's Emissary"}},{"insert":" offers strong protection.\n\nMayael pops off in the late game. Having a turn 1"},{"insert":{"card-link":"Deafening Silence"}},{"insert":"can make sure Mayael gets there. "},{"insert":{"card-link":"Ruric Thar, the Unbowed"}},{"insert":"has been my MVP for making others second guess casting noncreature spells.\n\nPoliticking is usually going to be convincing others that your one big creature isn't the immediate problem and not a game winning piece. Remind others to save their interaction for better things.\n\n"},{"attributes":{"bold":true},"insert":"Sideboard"},{"insert":"\n\n"},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":","},{"insert":{"card-link":"Rest in Peace"}},{"insert":","},{"insert":{"card-link":"Rule of Law"}},{"insert":": each are good stax pieces that may be included in the 99 depending on the pod. A lot of graveyard recursion? Play Rest in Peace. A lot of spell slinging? Run Rule of Law and Deafening Silence.\n\n"},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":","},{"insert":{"card-link":"Pyroblast"}},{"insert":", and "},{"insert":{"card-link":"Red Elemental Blast"}},{"insert":" if playing against a lot of blue.\n\n"},{"insert":{"card-link":"Compost"}},{"insert":" if playing against a lot of black.\n\n"},{"attributes":{"bold":true},"insert":"Other Strategies"},{"insert":"\n\n"},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":"+"},{"insert":{"card-link":"Battlemage's Bracers"}},{"insert":"+"},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":": some Mayael decks run these cards to double her activation. Just speaking from experience, I was never able to pull it off. \n\nLand tutors like "},{"insert":{"card-link":"Cultivate"}},{"insert":"and"},{"insert":{"card-link":"Rampant Growth"}},{"insert":" are both ways to ramp and thin out the deck. This used to be my ramp strategy and it gets the job done. The same can't be said for mana dorks like "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":"and"},{"insert":{"card-link":"Elvish Mystic"}},{"insert":". They are just too vulnerable to ping damage. I learned the hard way of relying on these fragile dorks for mana. \n\n"}]}














































































