1.8k views16 hrs ago
Commander
Size: 100Salt sum: 43.2
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Gagic-The-Mathering

1.8k views16 hrs ago
Commander
Size: 100Salt sum: 43.2

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{"ops":[{"insert":"*It is my current contention that this deck is a HIGH3 or LOW4 in terms of bracket strength. In many cases it does not run staples, and would likely lose in the face of a good 4 deck. The argument that it is a 4 rests on the combos possible with Dualcaster mage. If that presents a problem for opponents, swapping that card out almost definitely makes it a 3* \n\nThe focus of this deck is to control and/or deflect all opponents until you can shoot them all with a massive space laser. It revolved around "},{"insert":{"card-link":"Hinata, Dawn-Crowned"}},{"insert":" 's cost-reduction abilities to out-value everyone else at the table. This deck is EXTREMELY pip-heavy. To play it successfully, you want to be able to produce multiples of any of your three color pips at any given time. Rainbow lands are important, and so are duals. Pay attention to what lands you are tapping and when; it WILL be important. \n\nPlay this deck if you: \nenjoy reading and learning all of your opponents cards as they are still on the stack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Like interacting or having the ability to interact with most things, whether on the stack or battlefield "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Like casting big splashy spells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"enjoy politicking "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIn your opening hand you ideally want all three of your colors, a way to draw cards, and some sort of interaction/protection for Hinata. Hinata is"},{"attributes":{"italic":true,"bold":true},"insert":" KILL ON SIGHT! "},{"insert":"If your opponents have any experience playing against Hinata, they will likely focus you down as soon as they can. For this reason, the deck plays a lot of protection pieces in addition to counter spells (more on this later). Do not play Hinata unless you will immediately be able to protect it. Getting set back and having to recast your commander for 6 will be a problem. This also means that you want to reduce people's hatred for Hinata as much as possible. Play reactively until you have the win secured. This deck doesn't function optimally without Hinata on the board, and most of the costs and combos I will discuss implicitly assume you have Hinata securely on the battlefield.\n\nCard draw engines: "},{"insert":{"card-link":"Mystic Remora"}},{"insert":" "},{"insert":{"card-link":"Whirlwind of Thought"}},{"insert":" "},{"insert":{"card-link":"Voracious Bibliophile"}},{"insert":" some of the more powerful ones. Mystic Remora is dependent on your opponents playing a lot of noncreature spells, but if they do you will draw a lot. Voracious Bibliophile is an essential piece of the deck. It not only turns all of your counterspells into cantrips, but it also means that a "},{"insert":{"card-link":"Distorting Wake"}},{"insert":" can draw you a card for every permanent you remove from the board. Be careful not to accidentally deck yourself with it though. "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" puts in the WORK. People don't look at it like a game changer, but if anyone is doing anything multiple times in a turn, you draw. It refills your hand easily. "},{"insert":{"card-link":"Soulfire Eruption"}},{"insert":" can impulse draw a high amount of cards for 3 red mana (if you have enough targets).\n\nMana explosion: This deck only really works if you can generate huge amounts of mana at will. Hinata's cost reduction gives you a leg up on casting spells, but it can't automatically win you the game. "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" produces a lot of mana (only if your opponents have a lot of cards in hand though) and impulse draws 3. If you have your commander out, "},{"insert":{"card-link":"Reality Spasm"}},{"insert":" untaps all of your mana-producers for 2 mana at instant speed. "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" helps if your opponents are tapped out. Both Geyser and Jeska's only produce red mana, but luckily most of the win-cons require a lot of red mana. Just be sure you are leaving other colors open when you cast either card. All three of these cards can go infinite with "},{"insert":{"card-link":"Soulfire Grand Master"}},{"insert":" . If you have SGM and Hinata out, Reality Spasm goes infinite with 7 mana sources. Geyser and Jeska's depend on opponent information to determine how easily you go infinite with them (if at all). "},{"insert":{"card-link":"Kozilek's Command"}},{"insert":" deserves to be played in every Hinata deck. It requires double colorless, but that requirement isn't impossible to achieve with pain and filter lands, the talismans, and "},{"insert":{"card-link":"Sol Ring"}},{"insert":" . With Hinata out, Kozilek's Command turns every card in ANY graveyard into 1 colorless mana in the form of an eldrazi spawn. For only the cost of 2 colorless, you can produce absurd amounts of generic mana at instant speed. The graveyard cost pays for the whole rest of the card, whether you are making a ton of spawn tokens, exiling a creature, or effectively "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"SETTING YOUR DECK"},{"insert":" by scrying for a number equal to the number of cards in graveyard you exile. If you didn't have a win before, you should have one after casting KC. "},{"insert":{"card-link":"Resonating Lute"}},{"insert":" is a new addition that helps out a ton with mana production. Most of your spells are going to be instants and sorceries , and you are already ramping hard with artifacts to pay for Hinata and your other high-cost enchantments. Even if Hinata gets removed to oblivion, Lute can keep you in the game. It also presents the hilarious scenario of you tapping a mountain or plains to pay for a counterspell. "},{"insert":{"card-link":"Battlefield Thaumaturge"}},{"insert":" is Hinata jr. It only reduces costs based on creature targets, but if you have both it and Hinata out, your "},{"insert":{"card-link":"Aurelia's Fury"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" suddenly deal more damage for each creature they target. In a pinch, "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" gives you another Hinata or Thaumaturge to almost entirely eliminate colorless costs on your spells that target. \n\nUsing your mana: Once you have generated absurd amounts of mana and reduced your costs into the ground, the time has come to spend it. "},{"insert":{"card-link":"Crackle with Power"}},{"insert":" is your go-to, but "},{"insert":{"card-link":"Jaya's Immolating Inferno"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" both work if you really do have infinite mana (or life totals are low). "},{"insert":{"card-link":"Drown in Dreams"}},{"insert":" can also effectively kill 2 players at once (drawing one out and milling the other), again if you have produced enough mana to make it happen. "},{"insert":{"card-link":"Return the Favor"}},{"insert":" and "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":" both kick your win-cons into high gear, doubling their effect for 2 and 3 mana respectively. Dualcaster also presents infinite combos with "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" , "},{"insert":{"card-link":"Sublime Epiphany"}},{"insert":" , and "},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":" . IVD and TSA both produce infinite Dualcasters, and Sublime Epiphany can do that as well as draw an opponent to death (recommended only if opponents are tapped out and you can respond in the face of potential free interaction). \n\nProtection: Hinata is integral to the function of this deck. Because of this, protection is paramount. Unfortunately this potentially reduces the deck's capacity for other interaction and function, so the goal is to be as efficient as possible. "},{"insert":{"card-link":"Apostle's Blessing"}},{"insert":" represents free protection for Hinata, "},{"insert":{"card-link":"Shelter"}},{"insert":" gives protection and replaces itself for 1 mana, and "},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":" is a tapped land that can be a 1 mana protection if you draw it later in the game. "},{"insert":{"card-link":"Valorous Stance"}},{"insert":" is the most limited protection spell offered, but doubling as removal for big creatures means it can sit in hand and fulfill either role when you need it to. "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" "},{"insert":{"card-link":"Change of Plans"}},{"insert":" "},{"insert":{"card-link":"Disorder in the Court"}},{"insert":" are the optimal protection pieces for Hinata. Cast very cheaply (thanks to Hinata's cost reduction), these spells deny all possibilities of Hinata being removed from the board because you are temporarily removing it instead. Be careful though, whenever Hinata is phased or temporarily exiled you will lose your cost reductions; plan accordingly. \n\nCounterspells: If you need them to (and you will), counterspells can play the roll of protection pieces for Hinata. The reason for their inclusion, however, is to protect your win. Cards like "},{"insert":{"card-link":"Arcane Denial"}},{"insert":" , "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":" , "},{"insert":{"card-link":"Delay"}},{"insert":" ,"},{"insert":{"card-link":"Negate"}},{"insert":" , and "},{"insert":{"card-link":"Spider-Sense"}},{"insert":" can be cast for 1 blue, protecting your combo from counterspells or stopping an opponent's win from resolving. "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":" is currently the only free spell in the deck (and it's conditionally free) but can be cast for 2 blue if you are exiling multiple spells from the stack. Notably, it gets around \"can't be countered\" cards and is the ultimate stop for any storm cards (and works well in the face of cascade). I've already talked about Three Steps and Sublime Epiphany as combo pieces, but they are also just good value when cast with Hinata on the battlefield. The same can be said for "},{"insert":{"card-link":"Mystic Confluence"}},{"insert":" , which provides some modal adaptability to the situation. \n\nTutors: This deck is heavy on tutors. It's weak on the battlefield (10 creatures including Hinata) and should get attacked down quickly if opponents know what they're doing. The tutors are included because this deck is first and foremost built to \"do the thing\" (win). Many of them can be easily and happily removed and replaced with card draw or interaction. "},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":" gives you the opportunity to ask your opponents how they would like to lose. Hinata reduces its cost, and if you have a "},{"insert":{"card-link":"Mavinda, Students' Advocate"}},{"insert":" or "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":" on the battlefield or a "},{"insert":{"card-link":"Change the Equation"}},{"insert":" in hand, it scarcely matters which cards they choose to put into the graveyard. The only combo-piece that can't be recurred is Dualcaster Mage. "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" only gets you one thing, but it's probably the only thing you're missing or an otherwise board-destabilizing piece. "},{"insert":{"card-link":"Solve the Equation"}},{"insert":" is its more fair cousin. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" tutors for many of the combo pieces and also much of the mass-removal present in the deck. It's the reason the deck runs "},{"insert":{"card-link":"Red Sun's Twilight"}},{"insert":" instead of By Force, which would otherwise probably be a better card for the slot. "},{"insert":{"card-link":"Step Through"}},{"insert":" cycles to tutor for Dualcaster or Lier (or Archmage Emeritus, but there are very few scenarios where that's the optimal tutor). With enough cards in graveyard, Kozilek's Command can effectively become a tutor that also sets the rest of your deck. \n\nPowerful inclusions: "},{"insert":{"card-link":"Feather, the Redeemed"}},{"insert":" recurs all of your protection spells and can also recur multi-target removal if necessary. With Feather, Hinata, and one protection spell you become very difficult to interact with. It also locks the board down when combined with "},{"insert":{"card-link":"Disorder in the Court"}},{"insert":" , "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":", or "},{"insert":{"card-link":"Reality Spasm"}},{"insert":" . \n\nSome interesting things: \n\t"},{"insert":{"card-link":"Aurelia's Fury"}},{"insert":" can tap down any number of creatures for WR if Hinata is on the battlefield. For the same cost it also serves as pseudo-Silence jr, although only preventing noncreature spells. If you have multiple cost reducers out, as stated above, you can use each targeted creature to deal extra damage to another target source. Or just deal more than 1 damage for free to each creature, or a combination of the two depending on the context\n\t"},{"insert":{"card-link":"Comet Storm"}},{"insert":" can be an asymmetrical board-wipe if necessary, although this is still mana-intensive even with Hinata out. Usually if you need to wipe the board then you'll use "},{"insert":{"card-link":"Distorting Wake"}},{"insert":" \n\t"},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":" protects your wincons and gives you really good graveyard recursion, but you sacrifice the ability to counter opponent spells except for your single copy of "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":" and now "},{"insert":{"card-link":"Ertai's Meddling"}},{"insert":" \n\tIf you have "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":" or "},{"insert":{"card-link":"Mavinda, Students' Advocate"}},{"insert":" out and you use either you cast a spell targeting one of your own creatures "},{"insert":{"card-link":"Feather, the Redeemed"}},{"insert":" can cause the spell to return to your hand at the next end step REGARDLESS of Lier and Mavinda saying the card will be exiled. \n\t"},{"insert":{"card-link":"Magma Opus"}},{"insert":" is really just a draw 2 spell that gets to tap down 2 things. You will rarely have the mana to be able to concentrate the damage onto fewer than 4 targets. \n\t[Currently not in the deck but still interesting: The hope is that "},{"insert":{"card-link":"Decoy Gambit"}},{"insert":" is a 1-mana draw 3 spell. If you have Hinata out and there are creatures that people want to keep on the battlefield, great. It seems like it will be SUPER situationally dependent, both on the decks opponents are running and the board state at the time of casting.]\n\tThe Landbase is currently suboptimal, but it's been functional. No real Fetches or Surveil Lands, but the amount of passable rainbow lands and filter lands has been fine so far. \n\t"},{"insert":{"card-link":"Divergent Equation"}},{"insert":" gets reduced by X by Hinata, so it can return a huge amount of spells from the graveyard. \n\nDISCLAIMER: This deck can easily become oppressive - if you want to prevent people from getting upset with you, table politics are very important. Play reactively, remove or counter powerful things but don't get excited and start spamming removal just because you can. It's also likely in your best interest to refrain from resetting the whole board when given the opportunity (this will paint an enormous target on you). Remove engines and power pieces and let the table fight between each other while you search for your death laser from space (crackle with power). If you are able to politic until a 1v1 the game is probably yours. That isn't always necessary, though, as there are plenty of ways for this deck to combo-kill 2 or 3 opponents at once.\n"}]}

Commander

Qty: 1 Price: $0.49
Hinata, Dawn-Crowned
Flying, trample
Spells you cast cost
less to cast for each target.
Spells your opponents cast cost
more to cast for each target.
Legendary Creature - Spirit Kirin
Hinata, Dawn-Crowned (neo) 222

Commander

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Copy

Qty: 3 Price: $20.97
Dualcaster Mage
Flash
When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.
Creature - Human Wizard
Dualcaster Mage (c21) 165
Irenicus's Vile Duplication
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
Sorcery
Irenicus's Vile Duplication (clb) 78
Will of the Temur
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
Sorcery
Will of the Temur (tdc) 24

Copy

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counterspell

Qty: 9 Price: $36.11
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (drc) 70
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant
Delay (tsr) 61
Ertai's Meddling
X can't be 0.
Target spell's controller exiles it with X delay counters on it.
At the beginning of each of that player's upkeeps, if that card is exiled, remove a delay counter from it. If the card has no delay counters on it, the player puts it onto the stack as a copy of the original spell.
Instant
Ertai's Meddling (plst) TMP-61
Mindbreak Trap
If an opponent cast three or more spells this turn, you may pay
rather than pay this spell's mana cost.
Exile any number of target spells.
Instant - Trap
Mindbreak Trap (otp) 12
Mystic Confluence
Choose three. You may choose the same mode more than once.
• Counter target spell unless its controller pays
.
• Return target creature to its owner's hand.
• Draw a card.
Instant
Mystic Confluence (ltc) 193
Spider-Sense
Web-slinging
(You may cast this spell for
if you also return a tapped creature you control to its owner's hand.)
Counter target instant spell, sorcery spell, or triggered ability.
Instant
Spider-Sense (spm) 46
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
Sublime Epiphany
Choose one or more —
• Counter target spell.
• Counter target activated or triggered ability.
• Return target nonland permanent to its owner's hand.
• Create a token that's a copy of target creature you control.
• Target player draws a card.
Instant
Sublime Epiphany (m21) 74
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

counterspell

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Draw

Qty: 9 Price: $46.51
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (tdc) 145
Drown in Dreams
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player draws X cards.
• Target player mills twice X cards.
Instant
Drown in Dreams (mic) 13
Magma Opus
Magma Opus deals 4 damage divided as you choose among any number of targets. Tap two target permanents. Create a 4/4 blue and red Elemental creature token. Draw two cards.
, Discard this card: Create a Treasure token.
Instant
Magma Opus (tdc) 296
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (m21) 27
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 59
Soulfire Eruption
Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.
Sorcery
Soulfire Eruption (cmr) 201
Trouble in Pairs
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment
Trouble in Pairs (pza) 3
Voracious Bibliophile
Flying, vigilance
Whenever you cast a spell with one or more targets, draw that many cards.
Creature - Dragon
Voracious Bibliophile (tdc) 23
Whirlwind of Thought
Whenever you cast a noncreature spell, draw a card.
Enchantment
Whirlwind of Thought (tdc) 311

Draw

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Land

Qty: 36 Price: $64.39
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (dmu) 243
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (eoc) 58
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (2xm) 313
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (eoc) 160
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
Island
(
: Add
.)
Basic Land - Island
Island (tla) 283
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tle) 295
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (m3c) 359
Mystic Monastery
This land enters tapped.
: Add
,
, or
.
Land
Mystic Monastery (eoc) 170
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 (mb2) 110
Perilous Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Perilous Landscape (tdc) 383
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 272
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (pip) 280
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (2xm) 325
Sejiri Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Instant
Sejiri Shelter // Sejiri Glacier (znr) 37Sejiri Shelter // Sejiri Glacier (znr) 37
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (eoc) 179
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
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
Snow-Covered Mountain
(
: Add
.)
Basic Snow Land - Mountain
Snow-Covered Mountain (khm) 282
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (eoc) 184
Temple of Enlightenment
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Enlightenment (thb) 246
Temple of Epiphany
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Epiphany (m21) 252

Land

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Protection

Qty: 7 Price: $25.29
Apostle's Blessing
(
can be paid with either
or 2 life.)
Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Instant
Apostle's Blessing (plst) MM2-8
Change of Plans
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Change of Plans (ncc) 24
Disorder in the Court
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Disorder in the Court (mkc) 209
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs
less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant
March of Swirling Mist (neo) 61
Return the Favor
Spree (Choose one or more additional costs.)
+
— Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
+
— Change the target of target spell or ability with a single target.
Instant
Return the Favor (otj) 142
Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Instant
Shelter (ody) 46
Valorous Stance
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
Instant
Valorous Stance (inr) 48

Protection

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Ramp

Qty: 14 Price: $69.86
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (eoc) 53
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Battlefield Thaumaturge
Each instant and sorcery spell you cast costs
less to cast for each creature it targets.
Heroic — Whenever you cast a spell that targets this creature, this creature gains hexproof until end of turn.
Creature - Human Wizard
Battlefield Thaumaturge (jou) 31
Boros Signet
,
: Add
.
Artifact
Boros Signet (tdc) 314
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (ecc) 141
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (tdc) 320
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (clb) 799
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (tdc) 223
Reality Spasm
Choose one —
• Tap X target permanents.
• Untap X target permanents.
Instant
Reality Spasm (roe) 81
Resonating Lute
Lands you control have "
: Add two mana of any one color. Spend this mana only to cast instant and sorcery spells."
: Draw a card. Activate only if you have seven or more cards in your hand.
Artifact
Resonating Lute (sos) 221
Sol Ring
: Add
.
Artifact
Sol Ring (eoc) 57
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (tdc) 329
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (tdc) 330
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (tdc) 333

Ramp

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Recursion

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Divergent Equation
Return up to X target instant and/or sorcery cards from your graveyard to your hand.
Exile Divergent Equation.
Instant
Divergent Equation (sos) 43
Feather, the Redeemed
Flying
Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
Legendary Creature - Angel
Feather, the Redeemed (war) 197
Lier, Disciple of the Drowned
Spells can't be countered.
Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
Legendary Creature - Human Wizard
Lier, Disciple of the Drowned (tdc) 157
Mavinda, Students' Advocate
Flying
: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs
more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
Legendary Creature - Bird Advisor
Mavinda, Students' Advocate (stx) 21
Soulfire Grand Master
Lifelink
Instant and sorcery spells you control have lifelink.
: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Creature - Human Monk
Soulfire Grand Master (plst) FRF-27

Recursion

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Aurelia's Fury
Aurelia's Fury deals X damage divided as you choose among any number of targets. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.
Instant
Aurelia's Fury (plst) GTC-144
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
Distorting Wake
Return X target nonland permanents to their owners' hands.
Sorcery
Distorting Wake (c14) 107
Heliod's Intervention
Choose one —
• Destroy X target artifacts and/or enchantments.
• Target player gains twice X life.
Instant
Heliod's Intervention (otc) 81
Kozilek's Command
Choose two —
• Target player creates X 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add
."
• Target player scries X, then draws a card.
• Exile target creature with mana value X or less.
• Exile up to X target cards from graveyards.
Instant Kindred - Eldrazi
Kozilek's Command (mh3) 11
Red Sun's Twilight
Destroy up to X target artifacts. If X is 5 or more, for each artifact destroyed this way, create a token that's a copy of it. Those tokens gain haste. Exile them at the beginning of the next end step.
Sorcery
Red Sun's Twilight (one) 145
Unexplained Absence
For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward
. Turn it face up any time for its mana cost if it's a creature card.)
Instant
Unexplained Absence (mkc) 17
Volcanic Offering
Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Instant
Volcanic Offering (cm2) 126

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Gifts Ungiven
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Gifts Ungiven (2x2) 51
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rvr) 50
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 289
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (stx) 54
Step Through
Return two target creatures to their owners' hands.
Wizardcycling
(
, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Sorcery
Step Through (mh2) 392

Tutor

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wincon

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Comet Storm
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
Instant
Comet Storm (cmr) 411
Crackle with Power
Crackle with Power deals five times X damage to each of up to X targets.
Sorcery
Crackle with Power (otp) 22
Jaya's Immolating Inferno
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Jaya's Immolating Inferno deals X damage to each of up to three targets.
Legendary Sorcery
Jaya's Immolating Inferno (cmr) 415

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Brass Infiniscope
: Add
. When you next cast a spell with
in its mana cost this turn, you draw a card and gain half X life, rounded down.
Artifact
Brass Infiniscope (soc) 51
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (fra) 176
Eldrazi Confluence
Choose three. You may choose the same mode more than once.
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add
."
Instant
Eldrazi Confluence (m3c) 32
Ghostly Flicker
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
Instant
Ghostly Flicker (cmm) 98
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 15
Hide on the Ceiling
Exile X target artifacts and/or creatures. Return the exiled cards to the battlefield under their owners' control at the beginning of the next end step.
Instant
Hide on the Ceiling (spm) 32
Naru Meha, Master Wizard
Flash
When Naru Meha enters, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
Legendary Creature - Human Wizard
Naru Meha, Master Wizard (c21) 124
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (msc) 255
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (frc) 23
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (msc) 268
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (sos) 263
Struggle for Project Purity
As this enchantment enters, choose Brotherhood or Enclave.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
Enchantment
Struggle for Project Purity (pip) 39
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264
Thraben Charm
Choose one —
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Destroy target enchantment.
• Exile any number of target players' graveyards.
Instant
Thraben Charm (mh3) 45
Turbulent Shore
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Island
Turbulent Shore (frc) 17
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery
Will of the Jeskai (tdc) 40

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Aether Gale
Return six target nonland permanents to their owners' hands.
Sorcery
Aether Gale (dsc) 109
Archmage of Runes
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
Creature - Wizard Giant
Archmage of Runes (fdn) 30
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (eoc) 86
Blatant Thievery
For each opponent, gain control of target permanent that player controls.
Sorcery
Blatant Thievery (c15) 87
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
Decoy Gambit
For each opponent, choose up to one target creature that player controls, then return that creature to its owner's hand unless its controller has you draw a card.
Instant
Decoy Gambit (c20) 32
Display of Power
This spell can't be copied.
Copy any number of target instant and/or sorcery spells. You may choose new targets for the copies.
Instant
Display of Power (ltr) 119
Double Vision
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
Enchantment
Double Vision (ncc) 267
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (eoc) 158
Ferrous Lake
,
: Add
.
Land
Ferrous Lake (tdc) 361
Icy Blast
Tap X target creatures.
Ferocious — If you control a creature with power 4 or greater, those creatures don't untap during their controllers' next untap steps.
Instant
Icy Blast (ktk) 42
Illithid Harvester
Ceremorphosis — When this creature enters, turn any number of target tapped nontoken creatures face down. They're 2/2 Horror creatures.
Creature - Horror
Illithid Harvester // Plant Tadpoles (clb) 76
Kykar, Wind's Fury
Flying
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying.
Sacrifice a Spirit: Add
.
Legendary Creature - Wizard Bird
Kykar, Wind's Fury (cmm) 343
Lofty Denial
Counter target spell unless its controller pays
. If you control a creature with flying, counter that spell unless its controller pays
instead.
Instant
Lofty Denial (m21) 56
Meteor Blast
Meteor Blast deals 4 damage to each of X targets.
Sorcery
Meteor Blast (cm2) 114
Negate
Counter target noncreature spell.
Instant
Negate (bbd) 123
Neurok Stealthsuit
Equipped creature has shroud. (It can't be the target of spells or abilities.)
: Attach this Equipment to target creature you control.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Neurok Stealthsuit (5dn) 140
Power Sink
Counter target spell unless its controller pays
. If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
Instant
Power Sink (usg) 89
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (tmp) 80
Reconstruct History
Return up to one target artifact card, up to one target enchantment card, up to one target instant card, up to one target sorcery card, and up to one target planeswalker card from your graveyard to your hand.
Exile Reconstruct History.
Sorcery
Reconstruct History (acr) 97
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.)
Artifact - Equipment
Swiftfoot Boots (tdc) 328
Temple of Triumph
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Triumph (eoc) 188
Thriving Isle
This land enters tapped. As it enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land
Thriving Isle (tle) 263
Twinflame
Strive — This spell costs
more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Sorcery
Twinflame (2x2) 129
Zaffai, Thunder Conductor
Magecraft — Whenever you cast or copy an instant or sorcery spell, scry 1. If that spell's mana value is 5 or greater, create a 4/4 blue and red Elemental creature token. If that spell's mana value is 10 or greater, Zaffai deals 10 damage to an opponent chosen at random.
Legendary Creature - Human Shaman
Zaffai, Thunder Conductor (c21) 4

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Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (soc) 361
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
By Force
Destroy X target artifacts.
Sorcery
By Force (plst) AKH-123
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.)
Instant
Clever Concealment (msc) 125
Commander's Insight
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
Instant
Commander's Insight (soc) 113
Crush Contraband
Choose one or both —
• Exile target artifact.
• Exile target enchantment.
Instant
Crush Contraband (pip) 158
Elegant Parlor
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Mountain
Elegant Parlor (mkm) 260
Elementalist's Palette
Whenever you cast a spell with
in its mana cost, put two charge counters on this artifact.
: Add one mana of any color.
: Add
for each charge counter on this artifact. Spend this mana only on costs that contain
.
Artifact
Elementalist's Palette (soc) 346
Expressive Iteration
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Sorcery
Expressive Iteration (soc) 309
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Galadriel's Dismissal
Kicker
(You may pay an additional
as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Galadriel's Dismissal (ltc) 500
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (ecl) 265
Hex Magic
Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Sorcery - Arcane
Hex Magic (msh) 133
Homesickness
Target player draws two cards. Tap up to two target creatures. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Homesickness (sos) 53
Jaded Response
Counter target spell if it shares a color with a creature you control.
Instant
Jaded Response (apc) 26
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 264
Nimbus Maze
: Add
.
: Add
. Activate only if you control an Island.
: Add
. Activate only if you control a Plains.
Land
Nimbus Maze (afc) 252
Owlin Spiralmancer
Flying, vigilance
Whenever you cast your first spell with
in its mana cost each turn, you may copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Creature - Wizard Bird
Owlin Spiralmancer (soc) 22
Relic of Legends
: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color.
Artifact
Relic of Legends (fic) 354
Restoration Magic
Tiered (Choose one additional cost.)
• Cure —
— Target permanent gains hexproof and indestructible until end of turn.
• Cura —
— Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga —
— Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant
Restoration Magic (fin) 30
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (cmm) 57
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Stroke of Genius
Target player draws X cards.
Instant
Stroke of Genius (soc) 203
Sunken Palace
This land enters tapped.
: Add
.
,
, Exile seven cards from your graveyard: Add
. When you spend this mana to cast a spell or activate an ability, copy that spell or ability. You may choose new targets for the copy. (Mana abilities can't be copied.)
Land - Cave
Sunken Palace (m3c) 133
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.
Legendary Creature - Advisor Dwarf
Tataru Taru (fic) 30
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (fic) 368
Thundering Falls
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Mountain
Thundering Falls (mkm) 269
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58
Turnabout
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
Instant
Turnabout (rvr) 452

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Deck Info

Deck stats

18 pips - 15 cards
26 mana - 21 cards
47 pips - 35 cards
39 mana - 34 cards
0 pips - 0 cards
0 mana - 7 cards
25 pips - 16 cards
29 mana - 24 cards
0 pips - 0 cards
0 mana - 7 cards
2 pips - 1 card
13 mana - 12 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"*It is my current contention that this deck is a HIGH3 or LOW4 in terms of bracket strength. In many cases it does not run staples, and would likely lose in the face of a good 4 deck. The argument that it is a 4 rests on the combos possible with Dualcaster mage. If that presents a problem for opponents, swapping that card out almost definitely makes it a 3* \n\nThe focus of this deck is to control and/or deflect all opponents until you can shoot them all with a massive space laser. It revolved around "},{"insert":{"card-link":"Hinata, Dawn-Crowned"}},{"insert":" 's cost-reduction abilities to out-value everyone else at the table. This deck is EXTREMELY pip-heavy. To play it successfully, you want to be able to produce multiples of any of your three color pips at any given time. Rainbow lands are important, and so are duals. Pay attention to what lands you are tapping and when; it WILL be important. \n\nPlay this deck if you: \nenjoy reading and learning all of your opponents cards as they are still on the stack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Like interacting or having the ability to interact with most things, whether on the stack or battlefield "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Like casting big splashy spells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"enjoy politicking "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIn your opening hand you ideally want all three of your colors, a way to draw cards, and some sort of interaction/protection for Hinata. Hinata is"},{"attributes":{"italic":true,"bold":true},"insert":" KILL ON SIGHT! "},{"insert":"If your opponents have any experience playing against Hinata, they will likely focus you down as soon as they can. For this reason, the deck plays a lot of protection pieces in addition to counter spells (more on this later). Do not play Hinata unless you will immediately be able to protect it. Getting set back and having to recast your commander for 6 will be a problem. This also means that you want to reduce people's hatred for Hinata as much as possible. Play reactively until you have the win secured. This deck doesn't function optimally without Hinata on the board, and most of the costs and combos I will discuss implicitly assume you have Hinata securely on the battlefield.\n\nCard draw engines: "},{"insert":{"card-link":"Mystic Remora"}},{"insert":" "},{"insert":{"card-link":"Whirlwind of Thought"}},{"insert":" "},{"insert":{"card-link":"Voracious Bibliophile"}},{"insert":" some of the more powerful ones. Mystic Remora is dependent on your opponents playing a lot of noncreature spells, but if they do you will draw a lot. Voracious Bibliophile is an essential piece of the deck. It not only turns all of your counterspells into cantrips, but it also means that a "},{"insert":{"card-link":"Distorting Wake"}},{"insert":" can draw you a card for every permanent you remove from the board. Be careful not to accidentally deck yourself with it though. "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" puts in the WORK. People don't look at it like a game changer, but if anyone is doing anything multiple times in a turn, you draw. It refills your hand easily. "},{"insert":{"card-link":"Soulfire Eruption"}},{"insert":" can impulse draw a high amount of cards for 3 red mana (if you have enough targets).\n\nMana explosion: This deck only really works if you can generate huge amounts of mana at will. Hinata's cost reduction gives you a leg up on casting spells, but it can't automatically win you the game. "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" produces a lot of mana (only if your opponents have a lot of cards in hand though) and impulse draws 3. If you have your commander out, "},{"insert":{"card-link":"Reality Spasm"}},{"insert":" untaps all of your mana-producers for 2 mana at instant speed. "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" helps if your opponents are tapped out. Both Geyser and Jeska's only produce red mana, but luckily most of the win-cons require a lot of red mana. Just be sure you are leaving other colors open when you cast either card. All three of these cards can go infinite with "},{"insert":{"card-link":"Soulfire Grand Master"}},{"insert":" . If you have SGM and Hinata out, Reality Spasm goes infinite with 7 mana sources. Geyser and Jeska's depend on opponent information to determine how easily you go infinite with them (if at all). "},{"insert":{"card-link":"Kozilek's Command"}},{"insert":" deserves to be played in every Hinata deck. It requires double colorless, but that requirement isn't impossible to achieve with pain and filter lands, the talismans, and "},{"insert":{"card-link":"Sol Ring"}},{"insert":" . With Hinata out, Kozilek's Command turns every card in ANY graveyard into 1 colorless mana in the form of an eldrazi spawn. For only the cost of 2 colorless, you can produce absurd amounts of generic mana at instant speed. The graveyard cost pays for the whole rest of the card, whether you are making a ton of spawn tokens, exiling a creature, or effectively "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"SETTING YOUR DECK"},{"insert":" by scrying for a number equal to the number of cards in graveyard you exile. If you didn't have a win before, you should have one after casting KC. "},{"insert":{"card-link":"Resonating Lute"}},{"insert":" is a new addition that helps out a ton with mana production. Most of your spells are going to be instants and sorceries , and you are already ramping hard with artifacts to pay for Hinata and your other high-cost enchantments. Even if Hinata gets removed to oblivion, Lute can keep you in the game. It also presents the hilarious scenario of you tapping a mountain or plains to pay for a counterspell. "},{"insert":{"card-link":"Battlefield Thaumaturge"}},{"insert":" is Hinata jr. It only reduces costs based on creature targets, but if you have both it and Hinata out, your "},{"insert":{"card-link":"Aurelia's Fury"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" suddenly deal more damage for each creature they target. In a pinch, "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" gives you another Hinata or Thaumaturge to almost entirely eliminate colorless costs on your spells that target. \n\nUsing your mana: Once you have generated absurd amounts of mana and reduced your costs into the ground, the time has come to spend it. "},{"insert":{"card-link":"Crackle with Power"}},{"insert":" is your go-to, but "},{"insert":{"card-link":"Jaya's Immolating Inferno"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" both work if you really do have infinite mana (or life totals are low). "},{"insert":{"card-link":"Drown in Dreams"}},{"insert":" can also effectively kill 2 players at once (drawing one out and milling the other), again if you have produced enough mana to make it happen. "},{"insert":{"card-link":"Return the Favor"}},{"insert":" and "},{"insert":{"card-link":"Dualcaster Mage"}},{"insert":" both kick your win-cons into high gear, doubling their effect for 2 and 3 mana respectively. Dualcaster also presents infinite combos with "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" , "},{"insert":{"card-link":"Sublime Epiphany"}},{"insert":" , and "},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":" . IVD and TSA both produce infinite Dualcasters, and Sublime Epiphany can do that as well as draw an opponent to death (recommended only if opponents are tapped out and you can respond in the face of potential free interaction). \n\nProtection: Hinata is integral to the function of this deck. Because of this, protection is paramount. Unfortunately this potentially reduces the deck's capacity for other interaction and function, so the goal is to be as efficient as possible. "},{"insert":{"card-link":"Apostle's Blessing"}},{"insert":" represents free protection for Hinata, "},{"insert":{"card-link":"Shelter"}},{"insert":" gives protection and replaces itself for 1 mana, and "},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":" is a tapped land that can be a 1 mana protection if you draw it later in the game. "},{"insert":{"card-link":"Valorous Stance"}},{"insert":" is the most limited protection spell offered, but doubling as removal for big creatures means it can sit in hand and fulfill either role when you need it to. "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" "},{"insert":{"card-link":"Change of Plans"}},{"insert":" "},{"insert":{"card-link":"Disorder in the Court"}},{"insert":" are the optimal protection pieces for Hinata. Cast very cheaply (thanks to Hinata's cost reduction), these spells deny all possibilities of Hinata being removed from the board because you are temporarily removing it instead. Be careful though, whenever Hinata is phased or temporarily exiled you will lose your cost reductions; plan accordingly. \n\nCounterspells: If you need them to (and you will), counterspells can play the roll of protection pieces for Hinata. The reason for their inclusion, however, is to protect your win. Cards like "},{"insert":{"card-link":"Arcane Denial"}},{"insert":" , "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":" , "},{"insert":{"card-link":"Delay"}},{"insert":" ,"},{"insert":{"card-link":"Negate"}},{"insert":" , and "},{"insert":{"card-link":"Spider-Sense"}},{"insert":" can be cast for 1 blue, protecting your combo from counterspells or stopping an opponent's win from resolving. "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":" is currently the only free spell in the deck (and it's conditionally free) but can be cast for 2 blue if you are exiling multiple spells from the stack. Notably, it gets around \"can't be countered\" cards and is the ultimate stop for any storm cards (and works well in the face of cascade). I've already talked about Three Steps and Sublime Epiphany as combo pieces, but they are also just good value when cast with Hinata on the battlefield. The same can be said for "},{"insert":{"card-link":"Mystic Confluence"}},{"insert":" , which provides some modal adaptability to the situation. \n\nTutors: This deck is heavy on tutors. It's weak on the battlefield (10 creatures including Hinata) and should get attacked down quickly if opponents know what they're doing. The tutors are included because this deck is first and foremost built to \"do the thing\" (win). Many of them can be easily and happily removed and replaced with card draw or interaction. "},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":" gives you the opportunity to ask your opponents how they would like to lose. Hinata reduces its cost, and if you have a "},{"insert":{"card-link":"Mavinda, Students' Advocate"}},{"insert":" or "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":" on the battlefield or a "},{"insert":{"card-link":"Change the Equation"}},{"insert":" in hand, it scarcely matters which cards they choose to put into the graveyard. The only combo-piece that can't be recurred is Dualcaster Mage. "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" only gets you one thing, but it's probably the only thing you're missing or an otherwise board-destabilizing piece. "},{"insert":{"card-link":"Solve the Equation"}},{"insert":" is its more fair cousin. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" tutors for many of the combo pieces and also much of the mass-removal present in the deck. It's the reason the deck runs "},{"insert":{"card-link":"Red Sun's Twilight"}},{"insert":" instead of By Force, which would otherwise probably be a better card for the slot. "},{"insert":{"card-link":"Step Through"}},{"insert":" cycles to tutor for Dualcaster or Lier (or Archmage Emeritus, but there are very few scenarios where that's the optimal tutor). With enough cards in graveyard, Kozilek's Command can effectively become a tutor that also sets the rest of your deck. \n\nPowerful inclusions: "},{"insert":{"card-link":"Feather, the Redeemed"}},{"insert":" recurs all of your protection spells and can also recur multi-target removal if necessary. With Feather, Hinata, and one protection spell you become very difficult to interact with. It also locks the board down when combined with "},{"insert":{"card-link":"Disorder in the Court"}},{"insert":" , "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":", or "},{"insert":{"card-link":"Reality Spasm"}},{"insert":" . \n\nSome interesting things: \n\t"},{"insert":{"card-link":"Aurelia's Fury"}},{"insert":" can tap down any number of creatures for WR if Hinata is on the battlefield. For the same cost it also serves as pseudo-Silence jr, although only preventing noncreature spells. If you have multiple cost reducers out, as stated above, you can use each targeted creature to deal extra damage to another target source. Or just deal more than 1 damage for free to each creature, or a combination of the two depending on the context\n\t"},{"insert":{"card-link":"Comet Storm"}},{"insert":" can be an asymmetrical board-wipe if necessary, although this is still mana-intensive even with Hinata out. Usually if you need to wipe the board then you'll use "},{"insert":{"card-link":"Distorting Wake"}},{"insert":" \n\t"},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":" protects your wincons and gives you really good graveyard recursion, but you sacrifice the ability to counter opponent spells except for your single copy of "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":" and now "},{"insert":{"card-link":"Ertai's Meddling"}},{"insert":" \n\tIf you have "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":" or "},{"insert":{"card-link":"Mavinda, Students' Advocate"}},{"insert":" out and you use either you cast a spell targeting one of your own creatures "},{"insert":{"card-link":"Feather, the Redeemed"}},{"insert":" can cause the spell to return to your hand at the next end step REGARDLESS of Lier and Mavinda saying the card will be exiled. \n\t"},{"insert":{"card-link":"Magma Opus"}},{"insert":" is really just a draw 2 spell that gets to tap down 2 things. You will rarely have the mana to be able to concentrate the damage onto fewer than 4 targets. \n\t[Currently not in the deck but still interesting: The hope is that "},{"insert":{"card-link":"Decoy Gambit"}},{"insert":" is a 1-mana draw 3 spell. If you have Hinata out and there are creatures that people want to keep on the battlefield, great. It seems like it will be SUPER situationally dependent, both on the decks opponents are running and the board state at the time of casting.]\n\tThe Landbase is currently suboptimal, but it's been functional. No real Fetches or Surveil Lands, but the amount of passable rainbow lands and filter lands has been fine so far. \n\t"},{"insert":{"card-link":"Divergent Equation"}},{"insert":" gets reduced by X by Hinata, so it can return a huge amount of spells from the graveyard. \n\nDISCLAIMER: This deck can easily become oppressive - if you want to prevent people from getting upset with you, table politics are very important. Play reactively, remove or counter powerful things but don't get excited and start spamming removal just because you can. It's also likely in your best interest to refrain from resetting the whole board when given the opportunity (this will paint an enormous target on you). Remove engines and power pieces and let the table fight between each other while you search for your death laser from space (crackle with power). If you are able to politic until a 1v1 the game is probably yours. That isn't always necessary, though, as there are plenty of ways for this deck to combo-kill 2 or 3 opponents at once.\n"}]}
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