2.9k views41 days ago
Commander
Size: 100Salt sum: 53.95
 avatar

Vala__

2.9k views41 days ago
Commander
Size: 100Salt sum: 53.95

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"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

Qty: 1 Price: $0.99
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.
Legendary Creature - Elemental Octopus
Octavia, Living Thesis (otc) 103

Commander

(CTRL to add secondary)

Cantrip

Qty: 1 Price: $0.49
Most Decrepit Old Bird
Flying
Threshold — This creature gets +1/+1 as long as there are seven or more cards in your graveyard.
Creature - Bird
Most Decrepit Old Bird // Speak Secrets (hob) 49

Cantrip

(CTRL to add secondary)

Draw

Qty: 31 Price: $112.09
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (ice) 61
Careful Study
Draw two cards, then discard two cards.
Sorcery
Careful Study (ody) 70
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (sld) 2150
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (mid) 44
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (plg21) 2
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
Flow State (sos) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (ulg) 32
Gitaxian Probe
(
can be paid with either
or 2 life.)
Look at target player's hand.
Draw a card.
Sorcery
Gitaxian Probe (nph) 35
Gush
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost.
Draw two cards.
Instant
Gush (mmq) 82
Illvoi Galeblade
Flash
Flying
, Sacrifice this creature: Draw a card.
Creature - Warrior Jellyfish
Illvoi Galeblade (eoe) 58
Impulse
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Impulse (vis) 34
Mental Note
Mill two cards.
Draw a card.
Instant
Mental Note (plst) JUD-46
Moment of Truth
Look at the top three cards of your library. Put one of those cards into your hand, one into your graveyard, and one on the bottom of your library.
Instant
Moment of Truth (mom) 67
Obsessive Search
Draw a card.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Obsessive Search (tor) 43
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (inv) 64
Peek
Look at target player's hand.
Draw a card.
Instant
Peek (ody) 91
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tsr) 315
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (brc) 92
Pym Particles
Target creature gains vigilance until end of turn and can't be blocked this turn.
Draw a card.
Sorcery
Pym Particles (msh) 70
Serum Visions
Draw a card. Scry 2.
Sorcery
Serum Visions (5dn) 36
Sleight of Hand
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Sorcery
Sleight of Hand (7ed) 98
Sorcerous Sight
Look at target opponent's hand.
Draw a card.
Sorcery
Sorcerous Sight (por) 68
Spectral Sailor
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
Creature - Spirit Pirate
Spectral Sailor (j25) 363
Spyglass Siren
Flying
When this creature enters, create a Map token. (It's an artifact with "
,
, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Creature - Pirate Siren
Spyglass Siren (lci) 78
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.)
Sorcery
Start the TARDIS (who) 56
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (soa) 89
Strategic Planning
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Sorcery
Strategic Planning (ptk) 53
Thought Scour
Target player mills two cards.
Draw a card.
Instant
Thought Scour (2x2) 351
Traverse Eternity
Draw cards equal to the greatest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
Traverse Eternity (who) 60
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (tsr) 319
Visions of Beyond
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
Instant
Visions of Beyond (uma) 81

Draw

(CTRL to add secondary)

Evasion

Qty: 4 Price: $3.82
Enter the Enigma
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Enter the Enigma (dsk) 52
Leap
Target creature gains flying until end of turn.
Draw a card.
Instant
Leap (sth) 35
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (tmp) 86
Slip Through Space
Devoid (This card has no color.)
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Slip Through Space (ogw) 47

Evasion

(CTRL to add secondary)

Flashback Package

Qty: 5 Price: $17.41
Artful Dodge
Target creature can't be blocked this turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Artful Dodge (dka) 27
Deep Analysis
Target player draws two cards.
Flashback—
, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Deep Analysis (tor) 36
Defy Gravity
Target creature gains flying until end of turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Defy Gravity (jud) 38
Echo of Eons
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Echo of Eons (mh1) 46
Quiet Speculation
Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles.
Sorcery
Quiet Speculation (jud) 49

Flashback Package

(CTRL to add secondary)

Interaction

Qty: 18 Price: $514.52
Chain of Vapor
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Instant
Chain of Vapor (ons) 73
Counterspell
Counter target spell.
Instant
Counterspell (mmq) 69
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rtr) 35
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (nem) 30
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (c20) 35
Force of Negation
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Force of Negation (mh1) 52
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (2xm) 51
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.
Instant
Into the Flood Maw (pw26) 8
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Mausoleum Wanderer
Flying
Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn.
Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays
, where X is this creature's power.
Creature - Spirit
Mausoleum Wanderer (inr) 360
Mental Misstep
(
can be paid with either
or 2 life.)
Counter target spell with mana value 1.
Instant
Mental Misstep (nph) 38
Misdirection
You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.
Instant
Misdirection (mmq) 87
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tdc) 160
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (tdc) 162
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (lcc) 171
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (ulg) 43
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (scg) 52
Subtlety
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Creature - Elemental Incarnation
Subtlety (mh2) 309

Interaction

(CTRL to add secondary)

Land

Qty: 25 Price: $713.86
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 (ons) 316
Island
(
: Add
.)
Basic Land - Island
Island (ice) 368
Island
(
: Add
.)
Basic Land - Island
Island (ice) 369
Island
(
: Add
.)
Basic Land - Island
Island (ice) 370
Island
(
: Add
.)
Basic Land - Island
Island (parl) 2
Island
(
: Add
.)
Basic Land - Island
Island (mir) 335
Island
(
: Add
.)
Basic Land - Island
Island (mir) 336
Island
(
: Add
.)
Basic Land - Island
Island (mir) 337
Island
(
: Add
.)
Basic Land - Island
Island (mir) 338
Island
(
: Add
.)
Basic Land - Island
Island (tmp) 335
Island
(
: Add
.)
Basic Land - Island
Island (tmp) 336
Island
(
: Add
.)
Basic Land - Island
Island (tmp) 337
Island
(
: Add
.)
Basic Land - Island
Island (tmp) 338
Island
(
: Add
.)
Basic Land - Island
Island (usg) 338
Island
(
: Add
.)
Basic Land - Island
Island (7ed) 333★
Island
(
: Add
.)
Basic Land - Island
Island (ody) 338
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (chk) 279
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
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 (tsr) 408
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 414
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ons) 321
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (h1r) 40
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) 439
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76
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

Land

(CTRL to add secondary)

Miscellaneous

Qty: 6 Price: $36.14
Cloud of Faeries
Flying
When this creature enters, untap up to two lands.
Cycling
(
, Discard this card: Draw a card.)
Creature - Faerie
Cloud of Faeries (ulg) 29
Faerie Seer
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Wizard Faerie
Faerie Seer (h1r) 8
Flying Men
Flying
Creature - Human
Flying Men (arn) 14
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (fem) 18b
Mockingbird
Flying
You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.
Creature - Bird Bard
Mockingbird (pblb) 61p
Ornithopter
Flying
Creature Artifact - Thopter
Ornithopter (atq) 60

Miscellaneous

(CTRL to add secondary)

Stax

Qty: 4 Price: $246.96
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (mom) 58
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.
Legendary Planeswalker - Narset
Narset, Parter of Veils (sld) 1041
Null Rod
Activated abilities of artifacts can't be activated.
Artifact
Null Rod (wth) 154
Wan Shi Tong, Librarian
Flash
Flying, vigilance
When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down.
Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card.
Legendary Creature - Bird Spirit
Wan Shi Tong, Librarian (tla) 78

Stax

(CTRL to add secondary)

Tutor

Qty: 5 Price: $57.95
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Merchant Scroll
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Sorcery
Merchant Scroll (hml) 33
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) 315
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (mir) 80
Personal Tutor
Search your library for a sorcery card, reveal it, then shuffle and put that card on top.
Sorcery
Personal Tutor (por) 64

Tutor

(CTRL to add secondary)

@ Cringe (not considering)

Qty: 3 Price: $114.97
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 (ice) 87
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Sol Ring
: Add
.
Artifact
Sol Ring (3ed) 274

@ Cringe (not considering)

(CTRL to add secondary)

# Considering

Qty: 12 Price: $91.31
Boomerang Basics
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
Sorcery - Lesson
Boomerang Basics (tla) 46
Flusterstorm
Counter target instant or sorcery spell unless its controller pays
.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Flusterstorm (mh3) 496
Force Spike
Counter target spell unless its controller pays
.
Instant
Force Spike (leg) 58
Hydroblast
Choose one —
• Counter target spell if it's red.
• Destroy target permanent if it's red.
Instant
Hydroblast (ice) 72
Piracy Charm
Choose one —
• Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
• Target creature gets +2/-1 until end of turn.
• Target player discards a card.
Instant
Piracy Charm (tsr) 78
Plunder the Trollshaws
Draw a card. If this spell was cast from a graveyard, draw two cards instead.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Plunder the Trollshaws (hob) 51
Snapback
You may exile a blue card from your hand rather than pay this spell's mana cost.
Return target creature to its owner's hand.
Instant
Snapback (tsr) 87
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (2x2) 63
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (ren) 189
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
Suspend (mh2) 68
Wasteland
: Add
.
, Sacrifice this land: Destroy target nonbasic land.
Land
Wasteland (tmp) 330
Whispers of the Muse
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Draw a card.
Instant
Whispers of the Muse (tmp) 103

# Considering

(CTRL to add secondary)

# Getting

Qty: 1 Price: $49.99
Island
(
: Add
.)
Basic Land - Island
Island (palp) 7

# Getting

(CTRL to add secondary)

# Reconsidering (cut cards)

Qty: 4 Price: $33.26
Brazen Borrower
Flash
Flying
This creature can block only creatures with flying.
Creature - Rogue Faerie
Brazen Borrower // Petty Theft (woc) 85
Devastation Tide
Return all nonland permanents to their owners' hands.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Devastation Tide (avr) 48
Spellseeker
When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Spellseeker (cmm) 120
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (usg) 111

# Reconsidering (cut cards)

(CTRL to add secondary)

# Unlikely

Qty: 31 Price: $592.79
Aether Spellbomb
, Sacrifice this artifact: Return target creature to its owner's hand.
, Sacrifice this artifact: Draw a card.
Artifact
Aether Spellbomb (j22) 752
Aura Flux
Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay
."
Enchantment
Aura Flux (ulg) 27
Aven Envoy
Flying
Creature - Soldier Bird
Aven Envoy (lgn) 30
Boomerang
Return target permanent to its owner's hand.
Instant
Boomerang (mir) 56
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (mh3) 399
Capsize
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Return target permanent to its owner's hand.
Instant
Capsize (tmp) 55
Cursed Totem
Activated abilities of creatures can't be activated.
Artifact
Cursed Totem (mir) 299
Energy Flux
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay
."
Enchantment
Energy Flux (mmq) 78
Federation Probe
Flying
When this creature enters, choose one —
• Target creature gets +1/+1 until end of turn.
• Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature Artifact - Construct
Federation Probe (trk) 59
Flash Photography
You may cast this spell as though it had flash if it targets a permanent you control.
Create a token that's a copy of target permanent.
Flashback
Sorcery
Flash Photography (fic) 463
Foil
You may discard an Island card and another card rather than pay this spell's mana cost.
Counter target spell.
Instant
Foil (pcy) 34
Gilded Drake
Flying
When this creature enters, exchange control of this creature and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice this creature. This ability still resolves if its target becomes illegal.
Creature - Drake
Gilded Drake (usg) 76
Harbinger of the Seas
Nonbasic lands are Islands.
Creature - Wizard Merfolk
Harbinger of the Seas (mh3) 63
Hurkyl's Recall
Return all artifacts target player owns to their hand.
Instant
Hurkyl's Recall (3ed) 60
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 (zen) 57
Mirrormade
You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.
Enchantment
Mirrormade (dsc) 120
Oboro, Palace in the Clouds
: Add
.
: Return Oboro to its owner's hand.
Legendary Land
Oboro, Palace in the Clouds (sok) 164
Pithing Needle
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Artifact
Pithing Needle (rvr) 463
Predict
Choose a card name, then target player mills a card. If a card with the chosen name was milled this way, you draw two cards. Otherwise, you draw a card.
Instant
Predict (ody) 94
Pteramander
Flying
: Adapt 4. This ability costs
less to activate for each instant and sorcery card in your graveyard. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Creature - Salamander Drake
Pteramander (rvr) 317
Ray of Erasure
Target player mills a card.
Draw a card at the beginning of the next turn's upkeep.
Instant
Ray of Erasure (ice) 93
Retraced Image
Reveal a card in your hand, then put that card onto the battlefield if it has the same name as a permanent.
Sorcery
Retraced Image (tor) 46
Slither Blade
This creature can't be blocked.
Creature - Rogue Snake
Slither Blade (otc) 114
Steal Enchantment
Enchant enchantment
You control enchanted enchantment.
Enchantment - Aura
Steal Enchantment (tmp) 90
Submerge
If an opponent controls a Forest and you control an Island, you may cast this spell without paying its mana cost.
Put target creature on top of its owner's library.
Instant
Submerge (nem) 48
Sunder
Return all lands to their owners' hands.
Instant
Sunder (usg) 101
Temporal Manipulation
Take an extra turn after this one.
Sorcery
Temporal Manipulation (p02) 54
Tolaria
: Add
.
: Target creature loses banding and all "bands with other" abilities until end of turn. Activate only during any upkeep step.
Legendary Land
Tolaria (leg) 308
Torpor Orb
Creatures entering don't cause abilities to trigger.
Artifact
Torpor Orb (nph) 162
Unsummon
Return target creature to its owner's hand.
Instant
Unsummon (4ed) 111
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.
Creature - Drake
Volatile Stormdrake (mh3) 404

# Unlikely

(CTRL to add secondary)

# Wishlist

Qty: 14 Price: $437.37
Counterspell
Counter target spell.
Instant
Counterspell (plgm) 1
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (all) 28
Island
(
: Add
.)
Basic Land - Island
Island (leb) 292
Island
(
: Add
.)
Basic Land - Island
Island (palp) 2
Island
(
: Add
.)
Basic Land - Island
Island (ody) 338
Island
(
: Add
.)
Basic Land - Island
Island (pal03) 2
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (hoc) 179
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (soa) 85
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (sld) 1126
Risucchia Potere (Mana Drain)
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant - Instant
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (soa) 154
Subtlety
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Creature - Elemental Incarnation
Subtlety (h2r) 6
Visions of Beyond
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
Instant
Visions of Beyond (sld) 1670

# Wishlist

(CTRL to add secondary)

~ Cut Cards

Qty: 62 Price: $210.84
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
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
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (spg) 150
Back to Basics
Nonbasic lands don't untap during their controllers' untap steps.
Enchantment
Back to Basics (usg) 62
Baral, Chief of Compliance
Instant and sorcery spells you cast cost
less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
Legendary Creature - Human Wizard
Baral, Chief of Compliance (aer) 28
Boon of the Wish-Giver
Draw four cards.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Boon of the Wish-Giver (iko) 43
Censor
Counter target spell unless its controller pays
.
Cycling
(
, Discard this card: Draw a card.)
Instant
Censor (akh) 46
Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (ody) 317
Cloak of Feathers
Target creature gains flying until end of turn.
Draw a card.
Sorcery
Cloak of Feathers (por) 44
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
Curate
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.)
Draw a card.
Instant
Curate (stx) 40
Disallow
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Instant
Disallow (drc) 74
Disrupt
Counter target instant or sorcery spell unless its controller pays
.
Draw a card.
Instant
Disrupt (wth) 37
Emrakul's Messenger
Devoid (This card has no color.)
Flying
Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Creature - Rogue Faerie Eldrazi
Emrakul's Messenger (mh3) 61
Engulf the Shore
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
Instant
Engulf the Shore (gn2) 21
Fabricate
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Sorcery
Fabricate (plst) M10-52
Faerie Conclave
This land enters tapped.
: Add
.
: This land becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
Land
Faerie Conclave (ulg) 139
Ghostly Pilferer
Whenever this creature becomes untapped, you may pay
. If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
Creature - Rogue Spirit
Ghostly Pilferer (pm21) 52s
Haughty Djinn
Flying
Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard.
Instant and sorcery spells you cast cost
less to cast.
Creature - Djinn
Haughty Djinn (tdc) 154
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Invisible Stalker
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked.
Creature - Human Rogue
Invisible Stalker (znc) 27
Kiora, the Rising Tide
When Kiora enters, draw two cards, then discard two cards.
Threshold — Whenever Kiora attacks, if there are seven or more cards in your graveyard, you may create Scion of the Deep, a legendary 8/8 blue Octopus creature token.
Legendary Creature - Merfolk Noble
Kiora, the Rising Tide (fdn) 309
Lantern Bearer
Flying
Disturb
(You may cast this card from your graveyard transformed for its disturb cost.)
Creature - Spirit
Lantern Bearer // Lanterns' Lift (inr) 72Lantern Bearer // Lanterns' Lift (inr) 72
Ledger Shredder
Flying
Whenever a player casts their second spell each turn, this creature connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Creature - Bird Advisor
Ledger Shredder (snc) 46
Looter il-Kor
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever this creature deals damage to an opponent, draw a card, then discard a card.
Creature - Rogue Kor
Looter il-Kor (cmm) 102
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.
Legendary Creature - Pirate Siren
Malcolm, Alluring Scoundrel (lci) 63
Mana Leak
Counter target spell unless its controller pays
.
Instant
Mana Leak (2x2) 58
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.
Creature - Rogue Phyrexian
Mercurial Spelldancer (one) 61
Mischievous Mystic
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
Creature - Human Wizard
Mischievous Mystic (fdn) 47
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
Mission Briefing (mkc) 110
Murmuring Mystic
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
Creature - Human Wizard
Murmuring Mystic (otc) 102
Negate
Counter target noncreature spell.
Instant
Negate (scd) 58
Omen
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Omen (por) 62
Ominous Seas
Whenever you draw a card, put a foreshadow counter on this enchantment.
Remove eight foreshadow counters from this enchantment: Create an 8/8 blue Kraken creature token.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Ominous Seas (iko) 61
Otherworldly Gaze
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Otherworldly Gaze (dsc) 122
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (tmp) 80
Quicken
The next sorcery spell you cast this turn can be cast as though it had flash. (It can be cast any time you could cast an instant.)
Draw a card.
Instant
Quicken (gpt) 31
Ravenform
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Ravenform (lcc) 167
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (tdc) 163
Remand
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
Instant
Remand (j25) 349
Resculpt
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Instant
Resculpt (cmm) 115
Rise from the Tides
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
Sorcery
Rise from the Tides (inr) 366
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Shoreline Looter
This creature can't be blocked.
Threshold — Whenever this creature deals combat damage to a player, draw a card. Then discard a card unless there are seven or more cards in your graveyard.
Creature - Rat Rogue
Shoreline Looter (blb) 70
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.
Creature Enchantment - Horror
Silent Hallcreeper (dsk) 72
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.)
Creature - Human Wizard
Snapcaster Mage (isd) 78
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
Strix Serenade
Counter target artifact, creature, or planeswalker spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Strix Serenade (mh3) 71
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (otc) 116
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (j25) 371
Temporal Trespass
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Take an extra turn after this one. Exile Temporal Trespass.
Sorcery
Temporal Trespass (frf) 55
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.
Legendary Artifact
The Magic Mirror (eld) 51
Think Twice
Draw a card.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Think Twice (tdc) 168
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 85
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.
Creature - Drake
Thunderclap Drake (otc) 17
Unending Whisper
Draw a card.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by
, where X is its power. Then exile this spell.)
Sorcery
Unending Whisper (tdm) 62
Wash Out
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Wash Out (2x2) 67
Wavebreak Hippocamp
Whenever you cast your first spell during each opponent's turn, draw a card.
Creature Enchantment - Fish Horse
Wavebreak Hippocamp (j25) 387
Whelming Wave
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
Whelming Wave (cmr) 409
Winter Moon
Players can't untap more than one nonbasic land during their untap steps.
Artifact
Winter Moon (mh3) 213

~ Cut Cards

(CTRL to add secondary)

Tokens & Extras

Qty: 5 Price: $2.37
Ape
Creature Token - Ape
Ape (tm3c) 14
Fish
Creature Token - Fish
Fish (tblb) 7
Frog Lizard
Creature Token - Lizard Frog
Frog Lizard (ttdc) 21
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
Map (tlci) 17
On an Adventure
After an Adventure resolves, you can place the exiled card here. You may cast the creature from exile.
Card
On an Adventure (thob) 15

Tokens & Extras

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 0 cards
93 pips - 75 cards
20 mana - 20 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
1 mana - 1 card
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"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards