Vala__
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Commander
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{"ops":[{"insert":"Updated 22-08-2026\n\n"},{"attributes":{"bold":true},"insert":"Octavia, Living Thesis — Mono Blue Tempo: Primer"},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"insert":" \n\nThe concept of this deck is to recreate the feel of established 60-card Mono Blue Tempo decks such as Blue Skies, Delver, and Blue Terror. This commander functionally stands in for cards like "},{"insert":{"card-link":"Murktide Regent"}},{"insert":" and "},{"insert":{"card-link":"Tolarian Terror"}},{"insert":", which serve as clocks for those strategies. \n\n"},{"attributes":{"bold":true},"insert":"Win Condition"},{"insert":" \n\nUse the commander to present a persistent clock and use control pieces to ensure the clock is not impeded, and to prevent win attempts from faster Aggro and Combo strategies, and frustrate attempts by Control and Midrange strategies from making progress. \n\n"},{"attributes":{"bold":true},"insert":"Power Level"},{"insert":" \n\nThis deck is intended for unbracketed play. I generally play this against more optimised casual lists featuring things like "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" or "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" combos, or less-optimised off-meta CEDH lists like Vivi, Yuriko, Y'shtola. That said, the deck's naturally poor Midrange match-up makes it reasonable to play against a lot of casual value piles too, provided they're responsibly built.\n\nI would rate this deck 8 or 8.5. It is very strong, but it can lose to a precon.\n\n"},{"attributes":{"bold":true},"insert":"Hands to Keep"},{"insert":" \n\nIn terms of mana availability, 2 lands is ideal, 3 or 1 lands are tolerable. Mull back 0 or 4+ lands. The land count is optimised for 2-land openers. \n\n"},{"insert":{"card-link":"Ponder"}},{"insert":" "},{"insert":{"card-link":"Preordain"}},{"insert":" "},{"insert":{"card-link":"Serum Visions"}},{"insert":" \n\n1-landers are statistically better than a mulligan if they feature:\n • Ponder, Preordain, or Serum Visions specifically. (Island, Ponder, keep)\n • Brainstorm and Opt/Consider/Preordain specifically.\n • Lórien Revealed.\n • Personal Tutor or Mystical Tutor (to find Sea Gate Restoration or Sink into Stupor), but only if you've mulled once. \n\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" "},{"insert":{"card-link":"Personal Tutor"}},{"insert":" "},{"insert":{"card-link":"Quiet Speculation"}},{"insert":" "},{"insert":{"card-link":"Careful Study"}},{"insert":" "},{"insert":{"card-link":"Brainstorm"}},{"insert":" "},{"insert":{"card-link":"Thought Scour"}},{"insert":" "},{"insert":{"card-link":"Mental Note"}},{"insert":" \n\nThe deck does not get its speed from Fast Mana as you may be accustomed to in other optimised decks. You are looking for graveyard velocity for the Commander's reduction. There are certain fast lines you are looking for which allow for efficient turn 3 Commander casts while giving spare mana to commit bodies. You generally need to combine two of the following fast pieces to achieve this: \n\n\n• Turn 1 Mystical Tutor/Personal Tutor (into turn 2 Quiet Speculation). [5× by turn 2]\n • Turn 1, 2 or 3 Careful Study. [3× by turn 1]\n • Turn 1, 2, or 3 Mental Note or Thought Scour lucksack (about 35% odds for double hit).\n • Turn 2 Quiet Speculation [4× on turn 2]\n • Turn 2 Brainstorm + Thought Scour / Mental Note [4× on turn 2]\n • Turn 2 Start the TARDIS, or Strategic Planning lucksack. [3× on turn 3]\n • Turn 3 Frantic Search. [3× on turn 3] \n\nQuiet Speculation is by far the most individually powerful piece in this deck. It is the fastest enabler, gives you multiple Magecraft triggers, finds evasion pieces to connect Commander damage multiple times, and finds draw power. It is acceptable to keep a slower hand with Spellseeker, Solve the Equation, or Muddle the Mixture just to find this specific card. \n\n"},{"insert":{"card-link":"Daze"}},{"insert":" "},{"insert":{"card-link":"Force of Will"}},{"insert":" \n\nIdeally having some free interaction like Daze or Force of Will in the early game is ideal, especially as people may threaten early win attempts or fight the commander on the stack. \n\nThe card selection in this deck far exceeds what the vast majority of decks are capable of, so you should have no issues finding what you need as the game progresses. You can select into lands, interaction, bodies, or velocity as requires by the moment. The deck is stocked with some of the most powerful blue card selection pieces ever printed. \n\n"},{"attributes":{"bold":true},"insert":"Do I have to run the bad cantrips?"},{"insert":"\n\nYes, you do actually need to run "},{"insert":{"card-link":"Strategic Planning"}},{"insert":" , "},{"insert":{"card-link":"Moment of Truth"}},{"insert":" , and "},{"insert":{"card-link":"Start the TARDIS"}},{"insert":" here. They are expensive casts, but the consistency and graveyard velocity is needed. I've tried cutting all the CMC 2 cantrips. You just need them. And to be honest, "},{"insert":{"card-link":"Impulse"}},{"insert":" is a lot more playable than it looks. It still sees some Legacy play sometimes!\n\nYou don't need specifically "},{"insert":{"card-link":"Sorcerous Sight"}},{"insert":" or "},{"insert":{"card-link":"Peek"}},{"insert":" , but you should replace these with specifically with CMC 1 cantrips which provide immediate unconditional draw, especially instant ones. ("},{"attributes":{"bold":true},"insert":"NOT"},{"insert":" "},{"insert":{"card-link":"Portent"}},{"insert":" ). I just personally value vision as it makes my interaction more effective and has strong political power.\n\n"},{"attributes":{"bold":true},"insert":"Match Ups"},{"insert":" \n\nThis deck matches well against non-CEDH Combo decks and Control decks. It fares worse into straight Aggro and some types of Midrange. \n\nCombo: As the command zone presents a persistent clock regardless, you have the luxury of using your superior card selection to retrieve more interaction than most combo decks are capable of playing through. You can essentially keep combo decks as a hostage to force Midrange and Control to hold more interaction and play slower. "},{"insert":{"card-link":"Null Rod"}},{"insert":" is extremely effective at shutting down both early fast mana starts, as well as locking off certain combos involving cards like "},{"insert":{"card-link":"Lion's Eye Diamond"}},{"insert":" or "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":".\n\nAggro: Aggro is relatively rare and a difficult match-up. Their clocks are generally faster than this deck's, and they may not have clear choke points to abuse. I recommend politicking with or against the aggro player then mopping up their damage in the mid game. Alternatively, you might need to try and race them, but I don't recommend that.\n\nMidrange: Midrange is an obnoxious match-up, especially if you are boxed-in by multiple Midrange decks deploying their value pieces. Hosers like "},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":" and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" are primarily in here to handle these types of match-ups. Do absolutely everything possible to force these decks to slow down. Play aggressively and attack mana/value pieces as a priority. "},{"insert":{"card-link":"Null Rod"}},{"insert":" also does quite significant work at containing artifact mana and some card draw sources like "},{"insert":{"card-link":"The One Ring"}},{"insert":".\n\nControl: Control is usually not effective at threatening a win fast enough, and often has difficulty dealing with the Commander Damage. You don't care as much about the ramp/value pieces as with the Midrange match-up. It's more important to attack stax or control pieces so that you can retain initiative and force the Control player to remain in a reactive state. You should generally permit board wipes to resolve or force them through as this will be useful versus Midrange, and you rebuild faster than anyone. \n\n"},{"attributes":{"bold":true},"insert":"Problem Cards"},{"insert":" \n\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" "},{"insert":{"card-link":"Relic of Progenitus"}},{"insert":" "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" \n\nOrcish Bowmasters is an absolute nightmare. It is by far the card this deck is weakest to. This should be self-explanatory. The creature hate cards like "},{"insert":{"card-link":"Subtlety"}},{"insert":" and "},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":" /"},{"insert":{"card-link":"Pongify"}},{"insert":" are mainly to respect cards like this. I've considered Piracy Charm as additional hate for it. \n\nPersistent grave exiles like Rest in Peace or Dauthi Voidwalker are also a major pain. Also tax effects like Tabernacle and Sphere of Resistance are a major issue. If I'm unlucky and haven't been able to find a removal piece for these in a timely manner, I recommend being extremely punitive and spending all of your hate on that player to ensure mutually-assured-destruction. Completely disregard the other players. This is strategically correct and people give you a bit more breathing room if they learn that you bite back hard under stax. \n\nBojuka Bog is mildly annoying. "},{"insert":{"card-link":"Stifle"}},{"insert":" and "},{"insert":{"card-link":"Siren Stormtamer"}},{"insert":" are in there to respect this card. Bojuka Bog isn't game-losing by any means and you can recover from a grave exile well-enough, but having options to defend your grave after a "},{"insert":{"card-link":"Quiet Speculation"}},{"insert":" has been relevant, and Bojuka Bog by far is the hardest to interact with. \n\nRhystic Study is a problem for every deck. Thankfully my usual play groups have a veto on this card (because we don't want 3-hour games where nobody wins), but if you are playing against this: you should have your own, and should swap some removal for "},{"insert":{"card-link":"Steal Enchantment"}},{"insert":" and possibly "},{"insert":{"card-link":"Mirrormade"}},{"insert":" too. If you do run into this card unprepared, just make it very clear that you will not ever be paying the tax for it (you basically can't), and make it someone else's problem. \n\nYou should be dropping free counters on cards like "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Mana Vault"}},{"insert":" when you see them. The usual logic of \"save it for the win condition\" is not relevant as this is a Tempo deck trying to leverage mana efficiency as its edge. You cannot permit your opponents to have the mana to play through your interaction. You need to keep them resource deprived and reactive, and unwilling to attempt a win. \n\n"},{"attributes":{"bold":true},"insert":"Power Cards"},{"insert":" \n\n"},{"insert":{"card-link":"Traverse Eternity"}},{"insert":" "},{"insert":{"card-link":"Dig Through Time"}},{"insert":" "},{"insert":{"card-link":"Treasure Cruise"}},{"insert":" "},{"insert":{"card-link":"Gush"}},{"insert":" "},{"insert":{"card-link":"Flow State"}},{"insert":" \n\nAs mentioned earlier, Quiet Speculation is easily the most powerful card in the deck. It's fast, efficient, pays for itself, and sets up multiple magecraft triggers, unblockable attacks, or wheels. \n\nThe deck also features some of the most exceedingly strong blue consistency/value pieces ever printed, between Brainstorm, Treasure Cruise, Dig Through Time, Ponder, and Preordain. It also features some of the most elite blue interaction in Force of Will, Force of Negation, Daze, Mental Misstep, Chain of Vapor, and Into the Flood Maw. \n\n"},{"insert":{"card-link":"Flow State"}},{"insert":" is a new addition from Secrets of Strixhaven. It is frankly quite a badly designed card. Spam this and you probably win.\n\nThere's also some strong resource denial pieces like "},{"insert":{"card-link":"Null Rod"}},{"insert":" and "},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":", which are eternal all-stars, and can be absolutely back-breaking when timed well. \n\nGush spamming with "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" is extremely powerful and usually game-winning.\n\n"},{"insert":{"card-link":"Mausoleum Wanderer"}},{"insert":" is surprisingly impactful and usually wins stack wars. Savvy players have started removing it on sight. \n\nTraverse Eternity is a draw 10 for 4 mana. lol. lmao even. \n\n"},{"insert":{"card-link":"Flying Men"}},{"insert":" is well trained in the art of combat. You may be able to persuade people this works like Deathtouch. (It doesn't.) \n\n"},{"attributes":{"bold":true},"insert":"What Didn't Make The Cut And Why"},{"insert":" \n\nThis section is mostly in here as a concession to the people who have seen this commander on EDHREC, and are wondering why some of the recommended cards aren't featuring here and why. \n\nFirst and absolutely foremost, this is an orthodox Tempo deck. This is categorically not a Midrange or Control deck. Less experienced or more casual players have a habit of building everything as Midrange. This is not that, nor do I believe that is a good use of this commander. \n\n"},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" "},{"insert":{"card-link":"Archmage Emeritus"}},{"insert":" \n\nI cannot emphasise enough, that slow, durdly, mana-expensive, permanent-based value pieces like Archmage Emeritus and Talrand, are absolutely atrocious with this commander. Playing cards like this makes you extremely passive (in an Aggro-centred archetype), significantly weaker to removal (nobody wants to spend "},{"insert":{"card-link":"Doom Blade"}},{"insert":" on an "},{"insert":{"card-link":"Ornithopter"}},{"insert":" , but they'll gladly spend it on Talrand). \n\nYou are looking for speed and efficiency here. Present no clear choke points and focus on in-hand advantage pieces as much as possible to replenish your hand. In this deck, cards like Treasure Cruise are basically 2⅔ "},{"insert":{"card-link":"Lightning Bolt"}},{"insert":" stapled to an "},{"insert":{"card-link":"Ancestral Recall"}},{"insert":". This is the efficiency you are leveraging to win the game. You are trying to kill the table, not outvalue them. \n\n"},{"insert":{"card-link":"Portent"}},{"insert":" "},{"insert":{"card-link":"Ray of Erasure"}},{"insert":" \n\nFor cantrips, Portent and Ray of Erasure were ridiculously slow, caused missed land drops, failed cantrip chains, and so forth. Otherworldly Gaze and other cards like it are just awful. The thing with "},{"insert":{"card-link":"Careful Study"}},{"insert":" and "},{"insert":{"card-link":"Frantic Search"}},{"insert":" is it's always clear whether they're fast or not, and "},{"insert":{"card-link":"Mental Note"}},{"insert":" / "},{"insert":{"card-link":"Thought Scour"}},{"insert":" replace themselves. The cards with unreliable graveyard velocity that don't cantrip are unplayable. I had far too many games where I just put the cards back in the same order and spent mana and a card on nothing. \n\n"},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":" "},{"insert":{"card-link":"Flusterstorm"}},{"insert":" \n\nFor actual good cards, Mindbreak Trap and Flusterstorm didn't currently make the cut as I hadn't been under enough pressure from Storm decks to justify them. This may change as my needs changed. I felt it was more valuable to have some catch-all removal like "},{"insert":{"card-link":"Counterspell"}},{"insert":" and "},{"insert":{"card-link":"Mana Drain"}},{"insert":", which are much more useful against Midrange decks. Submerge is an interesting choice, but Green is a bit rarer at my usual tables, so I couldn't justify it. \n\n"},{"insert":{"card-link":"Mystic Remora"}},{"insert":" \n\nMystic Remora is an exceedingly good card, but ultimately didn't make the cut. The CEDH-classic turn 1 Remora pass felt quite passive when there's early game imperative to be dumping spells and sculpting a perfect hand. On the other hand, Rhystic Study us a grotesquely overpowered card and would absolutely be in here, if not for the fact that my usual pods have a R0 ban on it. You should run this. \n\n"},{"insert":{"card-link":"Winter Moon"}},{"insert":" "},{"insert":{"card-link":"Back to Basics"}},{"insert":" \n\nIn terms of stax pieces that didn't make the cut, Winter Moon was weak in testing and far too permissive. People could play under it far too easily. Back to Basics was much stronger, but in the end most decks I ran into could navigate it too easily. Imay return to this card at a later date. Null Rod, however, has been very very high on my list of considerations. If I can find an acceptable cut, this will be included. \n\n"},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" \n\nHarbinger of the Seas has been a strange case. The primary issue with this card is that it has anti-synergy with High Tide (when I am actively angling for mana denial), and that it often colour-fixes people for cards like Thassa's Oracle. Harbinger basically suffers from Blue being too strong in the current meta, and I'd rather deny blue pips than enable them. \n\n"},{"insert":{"card-link":"Chrome Mox"}},{"insert":" "},{"insert":{"card-link":"Mox Diamond"}},{"insert":" "},{"insert":{"card-link":"Retraced Image"}},{"insert":" "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" "},{"insert":{"card-link":"City of Traitors"}},{"insert":" "},{"insert":{"card-link":"Crystal Vein"}},{"insert":" \n\nThe final cards which didn't make the cut are fast mana pieces. Sol Ring was never in consideration as the card is incredibly cringe and should be banned. But even that nonwithstanding, this deck doesn't really have the ability to spend {C} pips. There is not really any scope for {C}{C} sources here. With respect to the coloured sources, they are simply bad in Tempo decks. Essentially the entire point of the archetype is it's so low-to-the-ground in terms of mana curve, that it can allocate more cards in hand to action and interaction. Every card in hand you're not spending on ramp, goes to damage and interaction. You will find frequently when playing this deck that it retains advantage significantly more cleanly than the average Combo deck you tend to see at optimised tables, which usually burn their hand size very quickly.\n\n"},{"attributes":{"bold":true},"insert":"Closing Thoughts"},{"insert":" \n\nThis deck is incredibly fun, very flexible, and most (established) players tend to react very well to it. \n\nI've also managed to wiggle some pet cards like Flying Men in and have them not be completely unplayable, and I've been able to ram-pack the deck with classic cards, giving it a very distinct aesthetic that I enjoy. \n\nGive the deck a go! Maybe test some cards I haven't gotten around to!\n"}]}
Commander
Octavia, Living Thesis
This spell costs less to cast if you have eight or more instant and/or sorcery cards in your graveyard.
Ward
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature has base power and toughness 8/8 until end of turn.
Ward
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature has base power and toughness 8/8 until end of turn.
Legendary Creature - Elemental Octopus

Commander
(CTRL to add secondary)
Draw
Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery

Start the TARDIS
Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery

Draw
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Flashback Package
Flashback Package
(CTRL to add secondary)
Interaction
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Interaction
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Miscellaneous
Miscellaneous
(CTRL to add secondary)
Stax
Narset, Parter of Veils
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker - Narset

Stax
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
@ Cringe (not considering)
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 .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

@ Cringe (not considering)
(CTRL to add secondary)
# Considering
Suspend
Exile target creature and put two time counters on it. 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

# Considering
(CTRL to add secondary)
# Reconsidering (cut cards)
# Reconsidering (cut cards)
(CTRL to add secondary)
# Unlikely
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

# Unlikely
(CTRL to add secondary)
# Wishlist
# Wishlist
(CTRL to add secondary)
~ Cut Cards
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Mercurial Spelldancer
This creature can't be blocked.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Creature - Rogue Phyrexian

Mission Briefing
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

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

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

~ Cut Cards
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Tokens & Extras
Map
, , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Artifact Token - Map

Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Updated 22-08-2026\n\n"},{"attributes":{"bold":true},"insert":"Octavia, Living Thesis — Mono Blue Tempo: Primer"},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"insert":" \n\nThe concept of this deck is to recreate the feel of established 60-card Mono Blue Tempo decks such as Blue Skies, Delver, and Blue Terror. This commander functionally stands in for cards like "},{"insert":{"card-link":"Murktide Regent"}},{"insert":" and "},{"insert":{"card-link":"Tolarian Terror"}},{"insert":", which serve as clocks for those strategies. \n\n"},{"attributes":{"bold":true},"insert":"Win Condition"},{"insert":" \n\nUse the commander to present a persistent clock and use control pieces to ensure the clock is not impeded, and to prevent win attempts from faster Aggro and Combo strategies, and frustrate attempts by Control and Midrange strategies from making progress. \n\n"},{"attributes":{"bold":true},"insert":"Power Level"},{"insert":" \n\nThis deck is intended for unbracketed play. I generally play this against more optimised casual lists featuring things like "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" or "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" combos, or less-optimised off-meta CEDH lists like Vivi, Yuriko, Y'shtola. That said, the deck's naturally poor Midrange match-up makes it reasonable to play against a lot of casual value piles too, provided they're responsibly built.\n\nI would rate this deck 8 or 8.5. It is very strong, but it can lose to a precon.\n\n"},{"attributes":{"bold":true},"insert":"Hands to Keep"},{"insert":" \n\nIn terms of mana availability, 2 lands is ideal, 3 or 1 lands are tolerable. Mull back 0 or 4+ lands. The land count is optimised for 2-land openers. \n\n"},{"insert":{"card-link":"Ponder"}},{"insert":" "},{"insert":{"card-link":"Preordain"}},{"insert":" "},{"insert":{"card-link":"Serum Visions"}},{"insert":" \n\n1-landers are statistically better than a mulligan if they feature:\n • Ponder, Preordain, or Serum Visions specifically. (Island, Ponder, keep)\n • Brainstorm and Opt/Consider/Preordain specifically.\n • Lórien Revealed.\n • Personal Tutor or Mystical Tutor (to find Sea Gate Restoration or Sink into Stupor), but only if you've mulled once. \n\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" "},{"insert":{"card-link":"Personal Tutor"}},{"insert":" "},{"insert":{"card-link":"Quiet Speculation"}},{"insert":" "},{"insert":{"card-link":"Careful Study"}},{"insert":" "},{"insert":{"card-link":"Brainstorm"}},{"insert":" "},{"insert":{"card-link":"Thought Scour"}},{"insert":" "},{"insert":{"card-link":"Mental Note"}},{"insert":" \n\nThe deck does not get its speed from Fast Mana as you may be accustomed to in other optimised decks. You are looking for graveyard velocity for the Commander's reduction. There are certain fast lines you are looking for which allow for efficient turn 3 Commander casts while giving spare mana to commit bodies. You generally need to combine two of the following fast pieces to achieve this: \n\n\n• Turn 1 Mystical Tutor/Personal Tutor (into turn 2 Quiet Speculation). [5× by turn 2]\n • Turn 1, 2 or 3 Careful Study. [3× by turn 1]\n • Turn 1, 2, or 3 Mental Note or Thought Scour lucksack (about 35% odds for double hit).\n • Turn 2 Quiet Speculation [4× on turn 2]\n • Turn 2 Brainstorm + Thought Scour / Mental Note [4× on turn 2]\n • Turn 2 Start the TARDIS, or Strategic Planning lucksack. [3× on turn 3]\n • Turn 3 Frantic Search. [3× on turn 3] \n\nQuiet Speculation is by far the most individually powerful piece in this deck. It is the fastest enabler, gives you multiple Magecraft triggers, finds evasion pieces to connect Commander damage multiple times, and finds draw power. It is acceptable to keep a slower hand with Spellseeker, Solve the Equation, or Muddle the Mixture just to find this specific card. \n\n"},{"insert":{"card-link":"Daze"}},{"insert":" "},{"insert":{"card-link":"Force of Will"}},{"insert":" \n\nIdeally having some free interaction like Daze or Force of Will in the early game is ideal, especially as people may threaten early win attempts or fight the commander on the stack. \n\nThe card selection in this deck far exceeds what the vast majority of decks are capable of, so you should have no issues finding what you need as the game progresses. You can select into lands, interaction, bodies, or velocity as requires by the moment. The deck is stocked with some of the most powerful blue card selection pieces ever printed. \n\n"},{"attributes":{"bold":true},"insert":"Do I have to run the bad cantrips?"},{"insert":"\n\nYes, you do actually need to run "},{"insert":{"card-link":"Strategic Planning"}},{"insert":" , "},{"insert":{"card-link":"Moment of Truth"}},{"insert":" , and "},{"insert":{"card-link":"Start the TARDIS"}},{"insert":" here. They are expensive casts, but the consistency and graveyard velocity is needed. I've tried cutting all the CMC 2 cantrips. You just need them. And to be honest, "},{"insert":{"card-link":"Impulse"}},{"insert":" is a lot more playable than it looks. It still sees some Legacy play sometimes!\n\nYou don't need specifically "},{"insert":{"card-link":"Sorcerous Sight"}},{"insert":" or "},{"insert":{"card-link":"Peek"}},{"insert":" , but you should replace these with specifically with CMC 1 cantrips which provide immediate unconditional draw, especially instant ones. ("},{"attributes":{"bold":true},"insert":"NOT"},{"insert":" "},{"insert":{"card-link":"Portent"}},{"insert":" ). I just personally value vision as it makes my interaction more effective and has strong political power.\n\n"},{"attributes":{"bold":true},"insert":"Match Ups"},{"insert":" \n\nThis deck matches well against non-CEDH Combo decks and Control decks. It fares worse into straight Aggro and some types of Midrange. \n\nCombo: As the command zone presents a persistent clock regardless, you have the luxury of using your superior card selection to retrieve more interaction than most combo decks are capable of playing through. You can essentially keep combo decks as a hostage to force Midrange and Control to hold more interaction and play slower. "},{"insert":{"card-link":"Null Rod"}},{"insert":" is extremely effective at shutting down both early fast mana starts, as well as locking off certain combos involving cards like "},{"insert":{"card-link":"Lion's Eye Diamond"}},{"insert":" or "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":".\n\nAggro: Aggro is relatively rare and a difficult match-up. Their clocks are generally faster than this deck's, and they may not have clear choke points to abuse. I recommend politicking with or against the aggro player then mopping up their damage in the mid game. Alternatively, you might need to try and race them, but I don't recommend that.\n\nMidrange: Midrange is an obnoxious match-up, especially if you are boxed-in by multiple Midrange decks deploying their value pieces. Hosers like "},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":" and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" are primarily in here to handle these types of match-ups. Do absolutely everything possible to force these decks to slow down. Play aggressively and attack mana/value pieces as a priority. "},{"insert":{"card-link":"Null Rod"}},{"insert":" also does quite significant work at containing artifact mana and some card draw sources like "},{"insert":{"card-link":"The One Ring"}},{"insert":".\n\nControl: Control is usually not effective at threatening a win fast enough, and often has difficulty dealing with the Commander Damage. You don't care as much about the ramp/value pieces as with the Midrange match-up. It's more important to attack stax or control pieces so that you can retain initiative and force the Control player to remain in a reactive state. You should generally permit board wipes to resolve or force them through as this will be useful versus Midrange, and you rebuild faster than anyone. \n\n"},{"attributes":{"bold":true},"insert":"Problem Cards"},{"insert":" \n\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" "},{"insert":{"card-link":"Relic of Progenitus"}},{"insert":" "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" \n\nOrcish Bowmasters is an absolute nightmare. It is by far the card this deck is weakest to. This should be self-explanatory. The creature hate cards like "},{"insert":{"card-link":"Subtlety"}},{"insert":" and "},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":" /"},{"insert":{"card-link":"Pongify"}},{"insert":" are mainly to respect cards like this. I've considered Piracy Charm as additional hate for it. \n\nPersistent grave exiles like Rest in Peace or Dauthi Voidwalker are also a major pain. Also tax effects like Tabernacle and Sphere of Resistance are a major issue. If I'm unlucky and haven't been able to find a removal piece for these in a timely manner, I recommend being extremely punitive and spending all of your hate on that player to ensure mutually-assured-destruction. Completely disregard the other players. This is strategically correct and people give you a bit more breathing room if they learn that you bite back hard under stax. \n\nBojuka Bog is mildly annoying. "},{"insert":{"card-link":"Stifle"}},{"insert":" and "},{"insert":{"card-link":"Siren Stormtamer"}},{"insert":" are in there to respect this card. Bojuka Bog isn't game-losing by any means and you can recover from a grave exile well-enough, but having options to defend your grave after a "},{"insert":{"card-link":"Quiet Speculation"}},{"insert":" has been relevant, and Bojuka Bog by far is the hardest to interact with. \n\nRhystic Study is a problem for every deck. Thankfully my usual play groups have a veto on this card (because we don't want 3-hour games where nobody wins), but if you are playing against this: you should have your own, and should swap some removal for "},{"insert":{"card-link":"Steal Enchantment"}},{"insert":" and possibly "},{"insert":{"card-link":"Mirrormade"}},{"insert":" too. If you do run into this card unprepared, just make it very clear that you will not ever be paying the tax for it (you basically can't), and make it someone else's problem. \n\nYou should be dropping free counters on cards like "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Mana Vault"}},{"insert":" when you see them. The usual logic of \"save it for the win condition\" is not relevant as this is a Tempo deck trying to leverage mana efficiency as its edge. You cannot permit your opponents to have the mana to play through your interaction. You need to keep them resource deprived and reactive, and unwilling to attempt a win. \n\n"},{"attributes":{"bold":true},"insert":"Power Cards"},{"insert":" \n\n"},{"insert":{"card-link":"Traverse Eternity"}},{"insert":" "},{"insert":{"card-link":"Dig Through Time"}},{"insert":" "},{"insert":{"card-link":"Treasure Cruise"}},{"insert":" "},{"insert":{"card-link":"Gush"}},{"insert":" "},{"insert":{"card-link":"Flow State"}},{"insert":" \n\nAs mentioned earlier, Quiet Speculation is easily the most powerful card in the deck. It's fast, efficient, pays for itself, and sets up multiple magecraft triggers, unblockable attacks, or wheels. \n\nThe deck also features some of the most exceedingly strong blue consistency/value pieces ever printed, between Brainstorm, Treasure Cruise, Dig Through Time, Ponder, and Preordain. It also features some of the most elite blue interaction in Force of Will, Force of Negation, Daze, Mental Misstep, Chain of Vapor, and Into the Flood Maw. \n\n"},{"insert":{"card-link":"Flow State"}},{"insert":" is a new addition from Secrets of Strixhaven. It is frankly quite a badly designed card. Spam this and you probably win.\n\nThere's also some strong resource denial pieces like "},{"insert":{"card-link":"Null Rod"}},{"insert":" and "},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":", which are eternal all-stars, and can be absolutely back-breaking when timed well. \n\nGush spamming with "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" is extremely powerful and usually game-winning.\n\n"},{"insert":{"card-link":"Mausoleum Wanderer"}},{"insert":" is surprisingly impactful and usually wins stack wars. Savvy players have started removing it on sight. \n\nTraverse Eternity is a draw 10 for 4 mana. lol. lmao even. \n\n"},{"insert":{"card-link":"Flying Men"}},{"insert":" is well trained in the art of combat. You may be able to persuade people this works like Deathtouch. (It doesn't.) \n\n"},{"attributes":{"bold":true},"insert":"What Didn't Make The Cut And Why"},{"insert":" \n\nThis section is mostly in here as a concession to the people who have seen this commander on EDHREC, and are wondering why some of the recommended cards aren't featuring here and why. \n\nFirst and absolutely foremost, this is an orthodox Tempo deck. This is categorically not a Midrange or Control deck. Less experienced or more casual players have a habit of building everything as Midrange. This is not that, nor do I believe that is a good use of this commander. \n\n"},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" "},{"insert":{"card-link":"Archmage Emeritus"}},{"insert":" \n\nI cannot emphasise enough, that slow, durdly, mana-expensive, permanent-based value pieces like Archmage Emeritus and Talrand, are absolutely atrocious with this commander. Playing cards like this makes you extremely passive (in an Aggro-centred archetype), significantly weaker to removal (nobody wants to spend "},{"insert":{"card-link":"Doom Blade"}},{"insert":" on an "},{"insert":{"card-link":"Ornithopter"}},{"insert":" , but they'll gladly spend it on Talrand). \n\nYou are looking for speed and efficiency here. Present no clear choke points and focus on in-hand advantage pieces as much as possible to replenish your hand. In this deck, cards like Treasure Cruise are basically 2⅔ "},{"insert":{"card-link":"Lightning Bolt"}},{"insert":" stapled to an "},{"insert":{"card-link":"Ancestral Recall"}},{"insert":". This is the efficiency you are leveraging to win the game. You are trying to kill the table, not outvalue them. \n\n"},{"insert":{"card-link":"Portent"}},{"insert":" "},{"insert":{"card-link":"Ray of Erasure"}},{"insert":" \n\nFor cantrips, Portent and Ray of Erasure were ridiculously slow, caused missed land drops, failed cantrip chains, and so forth. Otherworldly Gaze and other cards like it are just awful. The thing with "},{"insert":{"card-link":"Careful Study"}},{"insert":" and "},{"insert":{"card-link":"Frantic Search"}},{"insert":" is it's always clear whether they're fast or not, and "},{"insert":{"card-link":"Mental Note"}},{"insert":" / "},{"insert":{"card-link":"Thought Scour"}},{"insert":" replace themselves. The cards with unreliable graveyard velocity that don't cantrip are unplayable. I had far too many games where I just put the cards back in the same order and spent mana and a card on nothing. \n\n"},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":" "},{"insert":{"card-link":"Flusterstorm"}},{"insert":" \n\nFor actual good cards, Mindbreak Trap and Flusterstorm didn't currently make the cut as I hadn't been under enough pressure from Storm decks to justify them. This may change as my needs changed. I felt it was more valuable to have some catch-all removal like "},{"insert":{"card-link":"Counterspell"}},{"insert":" and "},{"insert":{"card-link":"Mana Drain"}},{"insert":", which are much more useful against Midrange decks. Submerge is an interesting choice, but Green is a bit rarer at my usual tables, so I couldn't justify it. \n\n"},{"insert":{"card-link":"Mystic Remora"}},{"insert":" \n\nMystic Remora is an exceedingly good card, but ultimately didn't make the cut. The CEDH-classic turn 1 Remora pass felt quite passive when there's early game imperative to be dumping spells and sculpting a perfect hand. On the other hand, Rhystic Study us a grotesquely overpowered card and would absolutely be in here, if not for the fact that my usual pods have a R0 ban on it. You should run this. \n\n"},{"insert":{"card-link":"Winter Moon"}},{"insert":" "},{"insert":{"card-link":"Back to Basics"}},{"insert":" \n\nIn terms of stax pieces that didn't make the cut, Winter Moon was weak in testing and far too permissive. People could play under it far too easily. Back to Basics was much stronger, but in the end most decks I ran into could navigate it too easily. Imay return to this card at a later date. Null Rod, however, has been very very high on my list of considerations. If I can find an acceptable cut, this will be included. \n\n"},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" \n\nHarbinger of the Seas has been a strange case. The primary issue with this card is that it has anti-synergy with High Tide (when I am actively angling for mana denial), and that it often colour-fixes people for cards like Thassa's Oracle. Harbinger basically suffers from Blue being too strong in the current meta, and I'd rather deny blue pips than enable them. \n\n"},{"insert":{"card-link":"Chrome Mox"}},{"insert":" "},{"insert":{"card-link":"Mox Diamond"}},{"insert":" "},{"insert":{"card-link":"Retraced Image"}},{"insert":" "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" "},{"insert":{"card-link":"City of Traitors"}},{"insert":" "},{"insert":{"card-link":"Crystal Vein"}},{"insert":" \n\nThe final cards which didn't make the cut are fast mana pieces. Sol Ring was never in consideration as the card is incredibly cringe and should be banned. But even that nonwithstanding, this deck doesn't really have the ability to spend {C} pips. There is not really any scope for {C}{C} sources here. With respect to the coloured sources, they are simply bad in Tempo decks. Essentially the entire point of the archetype is it's so low-to-the-ground in terms of mana curve, that it can allocate more cards in hand to action and interaction. Every card in hand you're not spending on ramp, goes to damage and interaction. You will find frequently when playing this deck that it retains advantage significantly more cleanly than the average Combo deck you tend to see at optimised tables, which usually burn their hand size very quickly.\n\n"},{"attributes":{"bold":true},"insert":"Closing Thoughts"},{"insert":" \n\nThis deck is incredibly fun, very flexible, and most (established) players tend to react very well to it. \n\nI've also managed to wiggle some pet cards like Flying Men in and have them not be completely unplayable, and I've been able to ram-pack the deck with classic cards, giving it a very distinct aesthetic that I enjoy. \n\nGive the deck a go! Maybe test some cards I haven't gotten around to!\n"}]}

























































































































































































































