Kirbypuff
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Commander
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{"ops":[{"insert":"The game plan is to ramp early game using a catchup-based ramp package with [[Guildless Commons]], [[Arid Archway]], [[Boros Garrison]], [[Lotus Vale]] and [[Lotus Field]] to make sure you’re “behind”. Afterwards play the commander protected with extra mana to start fishing for miracles.\n\nCatchup Ramp Options:\n[[Archaeomancer's Map]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Knight of the White Orchid]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Land Tax]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Loyal Warhound]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Sand Scout]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Scholar of New Horizons]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Weathered Wayfarer]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n[[Blood Sun]] also empowers our ramp by making the bounce and sac lands come in untapped without the trigger. [[Strict Proctor]] is also an option here but it's much narrower and is a non-bo with some other cards so is not included.\n\nAdditionally [[Scholar of New Horizons]] combos incredibly well with [[Urza's Saga]] which can get you several tutors for the one land.\n\n[[Starfield Shepherd]] is an all-star here able to get many of the value creatures or just being a land if we need it.\n[[Esper Sentinel]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mother of Runes]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Giver of Runes]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Dragon's Rage Channeler]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Weathered Wayfarer]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nBoros lacks in topdeck manipulation but there are a couple options that aren't incredibly overcosted:\n[[Library of Leng]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Sensei's Divining Top]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Scroll Rack]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Dragon's Rage Channeler]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Penance]] - funnily the damage prevention has been relevant before"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAs such, [[Urza's Saga]] generally searches for [[Library of Leng]] or [[Sensei's Divining Top]] but [[Sol Ring]] or [[Soul-Guide Lantern]] work as well.\n\nDon't be afraid to shuffle options away if they aren't good! Shufflers:\nAny Fetchland"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Starfield Shepherd]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Gamble]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Any Catchup Ramp option listed above"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n[[Gamble]]'s sole target is getting [[Squee, Goblin Nabob]]. It's sorta just a [[Phyrexian Arena]] with the commander out :)\n\nWin cons are generally pretty limited and on a whim of our draws so many of the miracle targets are just a lot of value or board control. There are a couple cards that greatly swing the game and can potentially win:\n[[Approach of the Second Sun]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Storm Herd]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Rise of the Eldrazi]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Insurrection]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mizzix's Mastery]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If all else fails, [[Lorehold, the Historian]] is still a 5/5 evasive beater."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Commander
Lorehold, the Historian
Flying, haste
Each instant and sorcery card in your hand has miracle . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
Each instant and sorcery card in your hand has miracle . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
Legendary Creature - Elder Dragon

Commander
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Draw
Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Draw
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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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Miracles
Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Olórin's Searing Light
Each opponent exiles a creature with the greatest power among creatures that player controls.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Instant

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Miracles
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Protection
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Protection
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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

Sand Scout
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle.
Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Creature - Human Scout

Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout

Verge Rangers
First strike
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
Creature - Human Scout Ranger

Ramp
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Recursion
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Recursion
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Removal
Removal
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Topdeck
Dragon's Rage Channeler
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Creature - Human Shaman

Topdeck
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Tutor
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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 - Angel

Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The game plan is to ramp early game using a catchup-based ramp package with [[Guildless Commons]], [[Arid Archway]], [[Boros Garrison]], [[Lotus Vale]] and [[Lotus Field]] to make sure you’re “behind”. Afterwards play the commander protected with extra mana to start fishing for miracles.\n\nCatchup Ramp Options:\n[[Archaeomancer's Map]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Knight of the White Orchid]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Land Tax]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Loyal Warhound]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Sand Scout]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Scholar of New Horizons]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Weathered Wayfarer]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n[[Blood Sun]] also empowers our ramp by making the bounce and sac lands come in untapped without the trigger. [[Strict Proctor]] is also an option here but it's much narrower and is a non-bo with some other cards so is not included.\n\nAdditionally [[Scholar of New Horizons]] combos incredibly well with [[Urza's Saga]] which can get you several tutors for the one land.\n\n[[Starfield Shepherd]] is an all-star here able to get many of the value creatures or just being a land if we need it.\n[[Esper Sentinel]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mother of Runes]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Giver of Runes]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Dragon's Rage Channeler]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Weathered Wayfarer]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nBoros lacks in topdeck manipulation but there are a couple options that aren't incredibly overcosted:\n[[Library of Leng]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Sensei's Divining Top]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Scroll Rack]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Dragon's Rage Channeler]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Penance]] - funnily the damage prevention has been relevant before"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAs such, [[Urza's Saga]] generally searches for [[Library of Leng]] or [[Sensei's Divining Top]] but [[Sol Ring]] or [[Soul-Guide Lantern]] work as well.\n\nDon't be afraid to shuffle options away if they aren't good! Shufflers:\nAny Fetchland"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Starfield Shepherd]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Gamble]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Any Catchup Ramp option listed above"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n[[Gamble]]'s sole target is getting [[Squee, Goblin Nabob]]. It's sorta just a [[Phyrexian Arena]] with the commander out :)\n\nWin cons are generally pretty limited and on a whim of our draws so many of the miracle targets are just a lot of value or board control. There are a couple cards that greatly swing the game and can potentially win:\n[[Approach of the Second Sun]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Storm Herd]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Rise of the Eldrazi]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Insurrection]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mizzix's Mastery]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If all else fails, [[Lorehold, the Historian]] is still a 5/5 evasive beater."},{"attributes":{"list":"ordered"},"insert":"\n"}]}





















































































