409 views14 months ago
Commander
Size: 100Salt sum: 44.93
 avatar

positive-iona

409 views14 months ago
Commander
Size: 100Salt sum: 44.93

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

Hydro-Man, Fluid Felon
Whenever you cast a blue spell, if Hydro-Man is a creature, he gets +1/+1 until end of turn.
At the beginning of your end step, untap Hydro-Man. Until your next turn, he becomes a land and gains "
: Add
." (He's not a creature during that time.)
Legendary Creature - Elemental Villain
Hydro-Man, Fluid Felon (spm) 250

Commander

(Ctrl to add secondary)
Blade of Shared Souls
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, you may have that creature become a copy of another target creature you control.
Equip
Artifact - Equipment
Blade of Shared Souls (one) 42
Cephalid Facetaker
This creature can't be blocked.
At the beginning of combat on your turn, you may have this creature become a copy of another target creature until end of turn, except it's 1/4 and has "This creature can't be blocked."
Creature - Rogue Octopus
Cephalid Facetaker (ncc) 23
Fleeting Reflection
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
Instant
Fleeting Reflection (otj) 49
Mirage Mirror
: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
Artifact
Mirage Mirror (nec) 154
Mockingbird
Flying
You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.
Creature - Bird Bard
Mockingbird (blb) 61
Nanogene Conversion
Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.
Sorcery
Nanogene Conversion (who) 364
Polymorphous Rush
Strive — This spell costs
more to cast for each target beyond the first.
Choose a creature on the battlefield. Any number of target creatures you control each become a copy of that creature until end of turn.
Instant
Polymorphous Rush (jou) 46
Renegade Doppelganger
Whenever another creature you control enters, you may have this creature become a copy of that creature until end of turn. (If it does, it loses this ability for the rest of the turn.)
Creature - Shapeshifter
Renegade Doppelganger (roe) 84
Sakashima's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
Sorcery
Sakashima's Will (cmr) 642
Shameless Charlatan
Commander creatures you own have "
: This creature becomes a copy of another target creature."
Legendary Enchantment - Background
Shameless Charlatan (clb) 96
The Animus
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it.
: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.
Legendary Artifact
The Animus (acr) 69

Become One With Hydro-Man

(Ctrl to add secondary)
Nezahal, Primal Tide
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Legendary Creature - Elder Dinosaur
Nezahal, Primal Tide (cmr) 401
Octavia, Living Thesis
This spell costs
less to cast if you have eight or more instant and/or sorcery cards in your graveyard.
Ward

Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature has base power and toughness 8/8 until end of turn.
Legendary Creature - Elemental Octopus
Octavia, Living Thesis (c21) 356
Stormtide Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
Creature - Leviathan
Stormtide Leviathan (cmr) 407
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (otc) 116
Trench Behemoth
Return a land you control to its owner's hand: Untap this creature. It gains hexproof until end of turn.
Landfall — Whenever a land you control enters, target creature an opponent controls attacks during its controller's next combat phase if able.
Creature - Kraken
Trench Behemoth (cmr) 366

Bomb

(Ctrl to add secondary)
Amulet of Vigor
Whenever a permanent you control enters tapped, untap it.
Artifact
Amulet of Vigor (wwk) 121
Meletis Charlatan
,
: The controller of target instant or sorcery spell copies it. That player may choose new targets for the copy.
Creature - Human Wizard
Meletis Charlatan (ths) 54
Patron of the Moon
Moonfolk offering (You may cast this spell any time you could cast an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.)
Flying
: Put up to two land cards from your hand onto the battlefield tapped.
Legendary Creature - Spirit
Patron of the Moon (plst) BOK-45
Reset
Cast this spell only during an opponent's turn after their upkeep step.
Untap all lands you control.
Instant
Reset (mb2) 170
Tiller Engine
Whenever a land you control enters tapped, choose one —
• Untap that land.
• Tap target nonland permanent an opponent controls.
Creature Artifact - Construct
Tiller Engine (dmc) 96

Combo

(Ctrl to add secondary)
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
Capsize
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Return target permanent to its owner's hand.
Instant
Capsize (tmp) 55
Coastal Breach
Undaunted (This spell costs
less to cast for each opponent.)
Return all nonland permanents to their owners' hands.
Sorcery
Coastal Breach (c16) 6
Engulf the Shore
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
Instant
Engulf the Shore (ddt) 5
Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (lcc) 156
Rewind
Counter target spell. Untap up to four lands.
Instant
Rewind (mm3) 47
Saiba Cryptomancer
Flash
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Hexproof
Creature - Ninja Moonfolk
Saiba Cryptomancer (mom) 76
Season of Weaving
Choose up to five
worth of modes. You may choose the same mode more than once.
— Draw a card.
— Choose an artifact or creature you control. Create a token that's a copy of it.
— Return each nonland, nontoken permanent to its owner's hand.
Sorcery
Season of Weaving (blb) 68
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (lcc) 171
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (sld) 1591
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 75

Counterplay/Interaction

(Ctrl to add secondary)
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Ingenious Prodigy
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature - Human Wizard
Ingenious Prodigy (woe) 56
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
,
: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter
Kitsa, Otterball Elite (blb) 54
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76
Spectral Sailor
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
Creature - Spirit Pirate
Spectral Sailor (j25) 363

Draw

(Ctrl to add secondary)
PuPu UFO
Flying
: You may put a land card from your hand onto the battlefield.
: Until end of turn, this creature's base power becomes equal to the number of Towns you control.
Creature Artifact - Construct Alien
PuPu UFO (fin) 266
Scaretiller
Whenever this creature becomes tapped, choose one —
• You may put a land card from your hand onto the battlefield tapped.
• Return target land card from your graveyard to the battlefield tapped.
Creature Artifact - Scarecrow
Scaretiller (otc) 266
Walking Atlas
: You may put a land card from your hand onto the battlefield.
Creature Artifact - Construct
Walking Atlas (wwk) 131

Drop Lands Back In

(Ctrl to add secondary)
Elsewhere Flask
When this artifact enters, draw a card.
Sacrifice this artifact: Choose a basic land type. Each land you control becomes that type until end of turn.
Artifact
Elsewhere Flask (shm) 250
Ensnare
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost.
Tap all creatures.
Instant
Ensnare (nem) 32
Gush
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost.
Draw two cards.
Instant
Gush (dd2) 27
Realmwright
As this creature enters, choose a basic land type.
Lands you control are the chosen type in addition to their other types.
Creature - Wizard Vedalken
Realmwright (gtc) 45
Terraformer
: Choose a basic land type. Each land you control becomes that type until end of turn.
Creature - Human Wizard
Terraformer (rav) 70
Tidal Bore
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
You may tap or untap target creature.
Instant
Tidal Bore (mmq) 109

Islands Matter (problems and solutions)

(Ctrl to add secondary)
Adventurer's Inn
When this land enters, you gain 2 life.
: Add
.
Land - Town
Adventurer's Inn (fin) 271
Arid Archway
This land enters tapped.
When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Add
.
Land - Desert
Arid Archway (otj) 252
Capital City
: Add
.
,
: Add one mana of any color.
Cycling
(
, Discard this card: Draw a card.)
Land - Town
Capital City (fin) 274
Castle Vantress
This land enters tapped unless you control an Island.
: Add
.
,
: Scry 2.
Land
Castle Vantress (dsc) 267
Clive's Hideaway
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.)
: Add
.
,
: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Land - Town
Clive's Hideaway (fin) 275
Conduit Pylons
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Add
.
,
: Add one mana of any color.
Land - Desert
Conduit Pylons (otj) 254
Desert of the Mindful
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the Mindful (drc) 150
Grasping Dunes
: Add
.
,
, Sacrifice this land: Put a -1/-1 counter on target creature. Activate only as a sorcery.
Land - Desert
Grasping Dunes (akh) 244
Horizon of Progress
, Pay 1 life: Add one mana of any type that a land you control could produce.
,
: You may put a land card from your hand onto the battlefield tapped.
,
, Sacrifice this land: Draw a card.
Land
Horizon of Progress (m3c) 130
Ipnu Rivulet
: Add
.
, Pay 1 life: Add
.
,
, Sacrifice a Desert: Target player mills four cards. (They put the top four cards of their library into their graveyard.)
Land - Desert
Ipnu Rivulet (hou) 180
Island
(
: Add
.)
Basic Land - Island
Island (spm) 195
Jidoor, Aristocratic Capital
This land enters tapped.
: Add
.
Land - Town
Jidoor, Aristocratic Capital // Overture (fin) 284
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (eld) 247
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (pip) 287
Terrain Generator
: Add
.
,
: You may put a basic land card from your hand onto the battlefield tapped.
Land
Terrain Generator (eos) 88

Land

(Ctrl to add secondary)
Mirror Box
The "legend rule" doesn't apply to permanents you control.
Each legendary creature you control gets +1/+1.
Each nontoken creature you control gets +1/+1 for each other creature you control with the same name as that creature.
Artifact
Mirror Box (neo) 250
Mirror Gallery
The "legend rule" doesn't apply.
Artifact
Mirror Gallery (plst) BOK-154
Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue
Sakashima of a Thousand Faces (cmr) 89

Legend Rule

(Ctrl to add secondary)
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (40k) 244
Sol Ring
: Add
.
Artifact
Sol Ring (pip) 239

Ramp

(Ctrl to add secondary)
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (sld) 1934
Meloku the Clouded Mirror
Flying
, Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.
Legendary Creature - Wizard Moonfolk
Meloku the Clouded Mirror (cmr) 399
Oboro Envoy
Flying
, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.
Creature - Wizard Moonfolk
Oboro Envoy (sok) 49
Soratami Savant
Flying
, Return a land you control to its owner's hand: Counter target spell unless its controller pays
.
Creature - Wizard Moonfolk
Soratami Savant (plst) CHK-90
Uyo, Silent Prophet
Flying
, Return two lands you control to their owner's hand: Copy target instant or sorcery spell. You may choose new targets for the copy.
Legendary Creature - Wizard Moonfolk
Uyo, Silent Prophet (c13) 64
Wonderscape Sage
Flying
, Return a land you control to its owner's hand: Draw a card. Then discard a card unless that land had a nonbasic land type.
Creature - Wizard Moonfolk
Wonderscape Sage (m3c) 101

Return Land (as a cost)

(Ctrl to add secondary)
Borne Upon a Wind
You may cast spells this turn as though they had flash.
Draw a card.
Instant
Borne Upon a Wind (ltr) 44
Horizon Stone
If you would lose unspent mana, that mana becomes colorless instead.
Artifact
Horizon Stone (cmr) 315
Modify Memory
Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
Sorcery
Modify Memory (clb) 83
Silundi Vision
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
The Flood of Mars
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Water Always Wins — Whenever this creature attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of this creature. If it's a land, it becomes an Island in addition to its other types.
Creature - Horror Zombie Alien
The Flood of Mars (who) 45

Utility

(Ctrl to add secondary)
Consuming Tide
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Consuming Tide (vow) 53
Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Sorcery
Curse of the Swine (tdc) 149
Glasspool Mimic
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Creature - Rogue Shapeshifter
Glasspool Mimic // Glasspool Shore (znr) 60Glasspool Mimic // Glasspool Shore (znr) 60
Invasion of Kamigawa
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Battle - Siege
Invasion of Kamigawa // Rooftop Saboteurs (mom) 62Invasion of Kamigawa // Rooftop Saboteurs (mom) 62
Mirror of the Forebears
As this artifact enters, choose a creature type.
: Until end of turn, this artifact becomes a copy of target creature you control of the chosen type, except it's an artifact in addition to its other types.
Artifact
Mirror of the Forebears (c17) 54
Orvar, the All-Form
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Legendary Creature - Shapeshifter
Orvar, the All-Form (khm) 70
Phantasmal Image
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
Creature - Illusion
Phantasmal Image (afc) 89
The Everflowing Well
When The Everflowing Well enters, mill two cards, then draw two cards.
Descend 8 — At the beginning of your upkeep, if there are eight or more permanent cards in your graveyard, transform The Everflowing Well.
Legendary Artifact
The Everflowing Well // The Myriad Pools (lci) 56The Everflowing Well // The Myriad Pools (lci) 56

Maybeboard

(Ctrl to add secondary)
Bird
Flying
Creature Token - Bird
Bird (tc16) 7
Boar
Creature Token - Boar
Boar (tm3c) 17
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (tspm) 1
Drake
Flying
Creature Token - Drake
Drake (tmkc) 6
Illusion
Flying
Creature Token - Illusion
Illusion (tcmr) 17
Rebel
Creature Token - Rebel
Rebel (tfic) 7

Tokens & Extras

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
72 pips - 52 cards
34 mana - 34 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
13 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This deck takes advantage of "},{"insert":{"card-link":"Hydro-Man, Fluid Felon"}},{"insert":"'s ability to turn into a land"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe foremost way it does this is fueled by his cheap mana cost. See, certain spells/abilities say you must \"return a land you control to its owner's hand\" as an additional cost for them. Hydro-Man effectively turns that \"return a land\" part of the cost into 1 mana (as long as you can activate/cast it while he's a land, so, instant-speed only). Also since he goes back to hand instead of the command zone, if you're successful then it will continue being a net of 1 mana spent on the next go-around. You can essentially only do this once per turn cycle, but that's still a fun idea to mess with! It just means this deck is probably not going to be super high power, so that's set my sights a bit on the lower end for the goal power level of the deck.\n\nBack on topic though - unfortunately, he doesn't become specifically an island, so there are some cards that will be harder to take advantage of this with, like "},{"insert":{"card-link":"Daze"}},{"insert":", but I've got that covered as well as I reasonably can (see the category \"islands matter\" for both the issues and the way to get around them). Often it's just fine to return normal lands to hand for those anyways, because we've got some \"land-sneak\" cards; meaning, they can drop lands right back into the battlefield without playing them. Another reason it's good to have \"land-sneak\" cards is that some costs just already require returning 2 lands to hand at a time-- which is still great to reduce to 1, but best if you can basically avoid it altogether. Or if you want to activate an ability from a Moonfolk multiple times in a turn, you won't be punished as much with these around.\n\nMost of the costs that "},{"attributes":{"italic":true},"insert":"don't "},{"insert":"require an island are on Moonfolk, like "},{"insert":{"card-link":"Meloku the Clouded Mirror"}},{"insert":", so I've included "},{"insert":{"card-link":"Patron of the Moon"}},{"insert":" to take advantage of the high density of Moonfolk. It's not just another land-sneak card, it's an amazing card altogether, especially if you can get it in for cheap, and using the \"Moonfolk Offering\" ability it has lets you do that (at instant speed!).\n\nPersonally, I find the Moonfolk theme aesthetically pleasing as well. Feels like Moonfolk have some connection to the tides, and Hydro-Man to the sea, so \"of course\" he's paired up with them. I don't actually know much about the lore for either, but they've gotta go together, right?\n\nThere are also other ways to have fun with Hydro-Man turning into a land"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nYou might notice that there are a lot of \"copy\" effects in here, and specifically ones that can turn one creature into a copy of another, like "},{"insert":{"card-link":"Fleeting Reflection"}},{"insert":". This is fun with Hydro-Man because of the "},{"attributes":{"bold":true},"insert":"layers system"},{"insert":". On that note, I will say, the only thing about this deck that doesn't feel like a precon to me is that you have to know this type of interaction... but if it "},{"attributes":{"italic":true},"insert":"were "},{"insert":"a common thing for players to run into copying versus changing types, it wouldn't feel so complicated, and it'd be perfect for a precon. It's the kind of thing that's easy to get used to once you look at it a few times. I know that layers tend to get a bad rap for being complicated/annoying/etc., but for this deck, I think you really just need a quick primer before playing, and then you know how any given interaction works when it comes up. So let's do that.\n\nHow copying interacts with Hydro-Man - Summary and Examples:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe effect of Hydro-Man's relevant ability "},{"attributes":{"bold":true},"insert":"does not count as a copiable value"},{"insert":". It's a static type-changing effect with a duration. This is a "},{"attributes":{"bold":true},"insert":"later"},{"insert":" layer than copy effects, so remember, \"This object is a land, and not any other type\" "},{"attributes":{"bold":true},"insert":"always applies "},{"attributes":{"underline":true,"bold":true},"insert":"after"},{"attributes":{"bold":true},"insert":" "},{"insert":"\"This object is copying [something],\" and if something enters as or becomes a copy of a (currently land) permanent that's affected by the ability, "},{"attributes":{"bold":true},"insert":"the copy will not be affected by the ability"},{"insert":", so it won't be a land.\n\nNow I'll give a couple examples. I think "},{"insert":{"card-link":"Mirage Mirror"}},{"insert":" is the perfect card to help with this.\n\nEx. 1: If you activate Mirage Mirror to turn it into Hydro-Man, the Mirage Mirror will turn into a land version of Hydro-Man, and gain the ability. After the turn is fully over, the Mirage Mirror's copy effect goes away, so it returns to being itself, and has its ability, but it is now a land, and has an additional mana ability, instead of being an artifact with only the copy ability (just like how Hydro-Man still has all his normal attributes when he turns into a land). If this Mirage Mirror activates its own ability again, to turn into "},{"insert":{"card-link":"Trench Behemoth"}},{"insert":", it's still a land, not a 7/7 creature... but it does now also have the ability to return lands to hand to untap itself and gain hexproof, which I suppose "},{"attributes":{"italic":true},"insert":"could "},{"insert":"be useful for a permanent that can now generate mana by tapping.\n\nEx. 2: If you turn "},{"insert":{"card-link":"Nezahal, Primal Tide"}},{"insert":" into Hydro-Man with "},{"insert":{"card-link":"Blade of Shared Souls"}},{"insert":", then at the end of your turn, Nezahal turns into a land version of Hydro-Man, and state-based actions say \"This equipment can't be attached to a non-creature land!\" so the Blade falls off, and Nezahal returns to being Nezahal. It's still a land instead of a 7/7, and still draws you cards when your opponents cast spells, etcetera. If you have a Mirage Mirror, you may notice it can target lands with its copy ability, so even if you have an empty board, you can suddenly turn Mirage Mirror into Nezahal, and since the Mirage Mirror isn't affected by the \"becomes a land\" ability, it's a 7/7 creature and you can threaten having a big blocker mid-combat, much like a vehicle... except in this case, it's way harder for an opponent to stop you from having a creature before blocks (no doubling up on sorcery-speed removal or using a sorcery-speed board wipe).\n\nBack to how it works in this deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nJust gotta mention, since those examples up there are talking about using copies of legendary creatures-- I've included every \"Ignore the legend rule\" effect I can (e.g. "},{"insert":{"card-link":"Mirror Box"}},{"insert":").\n\nThe meanest way to abuse the interactions of copy effects versus type changing effects is by getting a fair number of creatures, and using "},{"insert":{"card-link":"Nanogene Conversion"}},{"insert":" to make all your creatures into copies of Hydro-Man, so they become lands at end of turn-- then you use all that new mana to fund "},{"insert":{"card-link":"Borne Upon a Wind"}},{"insert":" -> "},{"insert":{"card-link":"Coastal Breach"}},{"insert":", or more likely (especially if you're attached to your current artifacts), you still do the Nanogene Conversion as before, but use "},{"insert":{"card-link":"Evacuation"}},{"insert":" later (which is still funded by your creatures-turned-lands). It's just cooler if it says \"nonland,\" even if that's not going to happen a lot of the time.\n\nOther than these two themes (returning lands to hand and copying things), this is a regular \"fair magic\" mono-blue deck, except, see below...\n\n"},{"attributes":{"bold":true},"insert":"Just a heads-up, there are two infinite combos in this deck."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThey're very passive -- which is to say, as with several of the more recent precons that have come out, though they have combos, they do not have any tutors for them, and combos are not a main focus of the deck. That said, you should know that they can happen, and be prepared for them if you're able to use them. Otherwise your turn could take a lot longer than needed, as you try to find out how to go infinite or get the most value or whatnot (and that's rude). For one of the combos, I'd describe it as bad and silly, and it uses Hydro-Man himself! The other one has been around for a long time, and just happens to fit very well/easily in this deck. I would describe it as moderately efficient and, if you do get it, powerful. But again, it's not going to be in a lot of games.\n\nAll of the cards in the combos fit well with the rest of the deck, or are just good cards in general, so there's no need to save them for comboing off. You might prefer using other cards first a little, in case you draw a third piece or something, but as I say, these combos are not the main focus of the deck. It's just important to know that they could be possible sometimes. I feel that this aligns pretty well with how precons generally feel. They feel like if they have infinite combos, they're in there on accident (whether or not that's true), because their game plan isn't \"go for this combo\" it's ... whatever the deck is made to do, and oh, hey, there's a combo.\n\nAnyways, either combo can win the game if you have the right additional supporting cards and/or some luck, but they're both a little vulnerable considering what you need to do to take advantage of them, and they take a bit of setup (and something to do with the infinite mana), so I think they're pretty fair overall.\n\nThe stronger combo is "},{"insert":{"card-link":"Patron of the Moon"}},{"insert":"+"},{"insert":{"card-link":"Arid Archway"}},{"insert":"+"},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":" (amulet can be replaced with "},{"insert":{"card-link":"Tiller Engine"}},{"insert":"). I won't go into details because I'm sure people have done it a lot before. What I will say is, it gives you extra lands, not just extra mana, which, with almost any of the Moonfolk, either wins you the game or prevents your opponents from winning. This does not hold true for the other combo, which is why I'm mentioning it.\n\nThe not-as-good, sillier combo, on the other hand, needs some description, because it uses Hydro-Man himself, who's pretty unique, and of course he's new/unreleased, so of course most people won't recognize it.\n\nI think I'll just start by giving an example of one way to pull it off.\n\nFirst, use "},{"insert":{"card-link":"Shameless Charlatan"}},{"insert":" to turn Hydro-Man into "},{"insert":{"card-link":"Meletis Charlatan"}},{"insert":", as soon as his ability goes on the stack (after all, Shameless Charlatan won't add its ability to Hydro-Man after he's not a creature-- it specifies it only affects creature commanders). Next, you need to play "},{"insert":{"card-link":"Reset"}},{"insert":", and use your commander's new Meletis Charlatan ability to copy Reset. The copy will untap your commander (because he's a land by the time you can play Reset), so you can copy it again! It's expensive-- or, at least this variation is 8 mana in a turn before you start getting your mana back... and it really does have to be all in one turn or else the \"becomes a land\" effect goes away.\n\nFinally, if you're gonna try and have a pre-game chat..."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"\"The meanest thing this deck can do\" is:"},{"insert":" luck into infinite mana around turn 5 or later. If it's not doing that, it'll hit you with some surprise interactions to keep you on your toes, but usually the worst of it is just normal things that big blue bomb cards do, like unblockable sea creatures or turning some 1/1's into 8/8's.\n\nIn terms of expected power level, I would guess this will "},{"attributes":{"bold":true},"insert":"sometimes "},{"insert":"match up okay against an average bracket 3 deck, and often match up okay against an average bracket 2 deck. It's not going to be very consistent, just because you might draw too many copy effects or not enough draw effects. On average I think you do draw the right amount of both, though.\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards