BPRadiant
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Commander
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{"ops":[{"insert":"Bring It Home Wind Drake"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Alandra, Sky Dreamer | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Mono-Blue | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [2]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wind Drake was the very first Magic card ever opened, pulled from a Tempest pack, and this deck exists to celebrate that moment. The tribute goes deep enough that every 2/2 drake token the deck generates is actually drawn from a side deck consisting of every printing of Wind Drake ever made, shuffled up and ready to be pulled whenever "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Talrand"},{"insert":" does their thing. It's one of the most personal decks in the collection and the kind of build that only makes sense when you know the story behind it. Welcome to the Wind Drake fan club.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is less of an aggro deck and more of a creature based combo deck that happens to win through combat. The gameplan is generating a drake or two per turn cycle by triggering your draw two effects consistently, then hitting the fifth card drawn in a turn to pop "},{"attributes":{"bold":true},"insert":"Alandra's"},{"insert":" ability and go hard at alpha striking one or two players before they can respond. Knowing when you're safe to make a drake versus when to hold up interaction is the most important skill the deck asks of its pilot. You are essentially a combo deck that wins through air damage.\nThe engine runs on two parallel tracks. The draw two enablers like "},{"attributes":{"bold":true},"insert":"Thirst for Knowledge"},{"insert":" in all four printings, "},{"attributes":{"bold":true},"insert":"Quick Study"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"insert":", "},{"attributes":{"bold":true},"insert":"The Unagi of Kyoshi Island"},{"insert":", the three draw lands, and "},{"attributes":{"bold":true},"insert":"Riptide Laboratory"},{"insert":" keeping your wizard commander safe all keep the drake production consistent. The draw five payoffs of "},{"attributes":{"bold":true},"insert":"Unctus, Grand Metatect"},{"insert":", "},{"attributes":{"bold":true},"insert":"Keep Watch"},{"insert":", "},{"attributes":{"bold":true},"insert":"Windfall"},{"insert":", "},{"attributes":{"bold":true},"insert":"Flow of Knowledge"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Whirlpool Drake"},{"insert":" are what generate your explosive turns and push toward lethal. "},{"attributes":{"bold":true},"insert":"Kindred Discovery"},{"insert":" is probably the single best card in the deck given how many drakes you're putting into play and attacking with, drawing cards off every token that enters and attacks.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talrand, Sky Summoner"},{"insert":" is the backup commander in everything but name, making wind drakes off instants and sorceries and keeping your board stocked even when "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" isn't on the field. "},{"attributes":{"bold":true},"insert":"Archmage Emeritus"},{"insert":" keeps you topped up on gas by drawing off every instant and sorcery you cast, which in a deck this spell dense is a significant advantage. "},{"attributes":{"bold":true},"insert":"Fade Away"},{"insert":" is the spiciest card in the deck, capable of being an incredible board wipe and mana sink turn where you go all out tapping people down, sacrifice your lands to keep your drakes safe, and completely reset the board in your favor. "},{"attributes":{"bold":true},"insert":"Loyal Drake"},{"insert":" deserves a special callout as the in-deck mascot, triggering the draw two, curving perfectly into your commander, and being objectively a better Wind Drake than Wind Drake itself.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game is about hitting four mana reliably and starting your draw engine. A turn three rock accelerates you ahead of curve and if you don't have anything more productive to do dropping a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" early generates goodwill at the table while setting up your draw chains. Hold your interaction to protect yourself rather than using it proactively since you are essentially a combo deck and every piece of interaction you spend reactively is one you aren't spending to protect your win. Once the draw engine is running start counting toward your fifth draw trigger each turn and hold your big draw five spells for turns where you can immediately capitalize on the drake production.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Decks that board wipe consistently are the toughest matchup since the entire win condition is built on accumulating a board of drakes. Repeated removal targeting "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" also slows the engine significantly since she's the primary payoff for hitting the fifth draw. Aggressive decks can occasionally be outpaced or blocked at opportune moments since your drakes are decent blockers, but the deck isn't built to race so those games require careful timing of when to block and when to swing.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You need a reliable path to four mana. A few rocks can help you get there on turn three but if you have something more productive like a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" to play early that's fine too. The deck has enough draw density that you'll start chaining draws quickly once the engine is online so prioritize hands that hit your early land drops and go to six to find them if needed.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains cards being tested for future inclusion. The reality fracture "},{"attributes":{"bold":true},"insert":"Jace"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Teferi"},{"insert":" are both high on the list for when they release as both feel like they would help with card selection and keeping the draw engine running smoothly.\n"}]}
Commander
Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk

Commander
(CTRL to add secondary)
Cool Drakes(Not Wind)
Drake Hatcher
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, put that many incubation counters on it.
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Whenever this creature deals combat damage to a player, put that many incubation counters on it.
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Creature - Human Wizard

Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake

Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake

Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
Creature - Drake

Cool Drakes(Not Wind)
(CTRL to add secondary)
Creature
The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Creature
(CTRL to add secondary)
Draw 2 Triggers
Draw 2 Triggers
(CTRL to add secondary)
Draw 5 Payoff
Titan of Littjara
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
Creature - Illusion

Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian

Draw 5 Payoff
(CTRL to add secondary)
Flex
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Flex
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
(CTRL to add secondary)
Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
(CTRL to add secondary)
Options
Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi

The Magic Mirror
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Legendary Artifact

Options
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Bring It Home Wind Drake"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Alandra, Sky Dreamer | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Mono-Blue | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [2]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wind Drake was the very first Magic card ever opened, pulled from a Tempest pack, and this deck exists to celebrate that moment. The tribute goes deep enough that every 2/2 drake token the deck generates is actually drawn from a side deck consisting of every printing of Wind Drake ever made, shuffled up and ready to be pulled whenever "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Talrand"},{"insert":" does their thing. It's one of the most personal decks in the collection and the kind of build that only makes sense when you know the story behind it. Welcome to the Wind Drake fan club.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is less of an aggro deck and more of a creature based combo deck that happens to win through combat. The gameplan is generating a drake or two per turn cycle by triggering your draw two effects consistently, then hitting the fifth card drawn in a turn to pop "},{"attributes":{"bold":true},"insert":"Alandra's"},{"insert":" ability and go hard at alpha striking one or two players before they can respond. Knowing when you're safe to make a drake versus when to hold up interaction is the most important skill the deck asks of its pilot. You are essentially a combo deck that wins through air damage.\nThe engine runs on two parallel tracks. The draw two enablers like "},{"attributes":{"bold":true},"insert":"Thirst for Knowledge"},{"insert":" in all four printings, "},{"attributes":{"bold":true},"insert":"Quick Study"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"insert":", "},{"attributes":{"bold":true},"insert":"The Unagi of Kyoshi Island"},{"insert":", the three draw lands, and "},{"attributes":{"bold":true},"insert":"Riptide Laboratory"},{"insert":" keeping your wizard commander safe all keep the drake production consistent. The draw five payoffs of "},{"attributes":{"bold":true},"insert":"Unctus, Grand Metatect"},{"insert":", "},{"attributes":{"bold":true},"insert":"Keep Watch"},{"insert":", "},{"attributes":{"bold":true},"insert":"Windfall"},{"insert":", "},{"attributes":{"bold":true},"insert":"Flow of Knowledge"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Whirlpool Drake"},{"insert":" are what generate your explosive turns and push toward lethal. "},{"attributes":{"bold":true},"insert":"Kindred Discovery"},{"insert":" is probably the single best card in the deck given how many drakes you're putting into play and attacking with, drawing cards off every token that enters and attacks.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talrand, Sky Summoner"},{"insert":" is the backup commander in everything but name, making wind drakes off instants and sorceries and keeping your board stocked even when "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" isn't on the field. "},{"attributes":{"bold":true},"insert":"Archmage Emeritus"},{"insert":" keeps you topped up on gas by drawing off every instant and sorcery you cast, which in a deck this spell dense is a significant advantage. "},{"attributes":{"bold":true},"insert":"Fade Away"},{"insert":" is the spiciest card in the deck, capable of being an incredible board wipe and mana sink turn where you go all out tapping people down, sacrifice your lands to keep your drakes safe, and completely reset the board in your favor. "},{"attributes":{"bold":true},"insert":"Loyal Drake"},{"insert":" deserves a special callout as the in-deck mascot, triggering the draw two, curving perfectly into your commander, and being objectively a better Wind Drake than Wind Drake itself.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game is about hitting four mana reliably and starting your draw engine. A turn three rock accelerates you ahead of curve and if you don't have anything more productive to do dropping a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" early generates goodwill at the table while setting up your draw chains. Hold your interaction to protect yourself rather than using it proactively since you are essentially a combo deck and every piece of interaction you spend reactively is one you aren't spending to protect your win. Once the draw engine is running start counting toward your fifth draw trigger each turn and hold your big draw five spells for turns where you can immediately capitalize on the drake production.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Decks that board wipe consistently are the toughest matchup since the entire win condition is built on accumulating a board of drakes. Repeated removal targeting "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" also slows the engine significantly since she's the primary payoff for hitting the fifth draw. Aggressive decks can occasionally be outpaced or blocked at opportune moments since your drakes are decent blockers, but the deck isn't built to race so those games require careful timing of when to block and when to swing.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You need a reliable path to four mana. A few rocks can help you get there on turn three but if you have something more productive like a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" to play early that's fine too. The deck has enough draw density that you'll start chaining draws quickly once the engine is online so prioritize hands that hit your early land drops and go to six to find them if needed.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains cards being tested for future inclusion. The reality fracture "},{"attributes":{"bold":true},"insert":"Jace"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Teferi"},{"insert":" are both high on the list for when they release as both feel like they would help with card selection and keeping the draw engine running smoothly.\n"}]}

































































