Tyvant
177 views29 days ago
Commander
Size: 100Est cost: $142.74Salt sum: 53.72
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Artifact
Artifact
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Clones
Clones
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Copy
Mirror Room
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Myojin of Cryptic Dreams
Myojin of Cryptic Dreams enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Cryptic Dreams: Copy target permanent spell you control three times. (The copies become tokens.)
Remove an indestructible counter from Myojin of Cryptic Dreams: Copy target permanent spell you control three times. (The copies become tokens.)
Legendary Creature - Spirit

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.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Copy
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Creature
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Doc Ock, Sinister Scientist
As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.)
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.)
Legendary Creature - Human Scientist Villain

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.)
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

Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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 - Human Bard

Creature
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Draw
Jace Reawakened
You can't cast Jace Reawakened during your first, second, or third turns of the game.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
Legendary Planeswalker - Jace

Plan the Heist
Surveil 3 if you have no cards in hand. Then draw three cards. (To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery

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

Draw
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Enchantment
The Clone Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Surveil 3.
II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary.
III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card.
I — Surveil 3.
II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary.
III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card.
Enchantment - Saga

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Enchantment
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Instant
Secret Identity
Choose one —
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Instant

Instant
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Protection
Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant

Protection
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Recursion
Recursion
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Removal
Removal
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Sorcery
Ember Island Production
Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
Sorcery

Memories Returning
Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand.
Flashback
Flashback
Sorcery

Sorcery
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Tokens
Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Poppet Stitcher
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
Creature - Human Wizard


Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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