Oresan
12.9k views23 days ago
Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Tataru Taru: Everyone Draws."},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWhat exactly is this deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Tataru Taru"}},{"insert":" is a control oriented Group Hug deck that tries to leverage the card draw it gives out to pull ahead on ramp and interaction until it can effectively kill the other players through the use of cards like "},{"insert":{"card-link":"Viseling"}},{"insert":", "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":", and "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":". It does so by creating copies of the aforementioned artifacts with cards like "},{"insert":{"card-link":"Mirrorworks"}},{"insert":", "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":", and "},{"insert":{"card-link":"Ultron, Artificial Malevolence"}},{"insert":" . Additionally it generates consistent value/card draw through powerful enchantments like "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" and "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":".\n\nHow does it play?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nTataru Taru is a game of patience. Generally you want to leverage your turn 2 commander to draw an extra card and typically create a treasure token (Hence why it runs so few lands for a bracket 3 deck). Because of the consistent card draw (and a handful of tutors) throughout the deck, you tend to have very consistent access to ramp (treasures), removal and protection. Your job is to leverage your card draw to help players that are behind, make deals, and deal with imminent threats as necessary. Eventually you use your ability to make multiple copies of a single threat, such as "},{"insert":{"card-link":"Iron Maiden"}},{"insert":" to present players with a clock OR threatening to end them(!) at the beginning of their next upkeep, dependent on how many cards are in their hands/how many triggers you get. \n\nBracket expectation."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is about as low to middle of the road as a Bracket 3 deck can be. HOWEVER, if you pilot the deck correctly, make good choices, and use protection (heh) you can be very \"successful\" with this deck. Keep in mind it was designed to be a group hug deck that has a way to win, and I knew when putting it together that I would just straight up lose games because I made my players draw too many cards, giving them all the tools they needed to win. I was ok with that because I like to see what other players decks can do. That's fun sometimes. There is a much meaner deck you could make that leverages white stax pieces like "},{"insert":{"card-link":"Rule of Law"}},{"insert":", that could be much higher on the Bracket 3 scale. If that's what you're looking for this may not be the deck for you. \n\nCard Draw."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThat's what the deck is about and fortunately you have a lot of it. "},{"insert":{"card-link":"Anvil of Bogardan"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", and "},{"insert":{"card-link":"Font of Mythos"}},{"insert":" all give players extra draw during their draw steps. (A special nod to Anvil of Bogardan making it so no one has a discard step, allowing you to prep for a "},{"insert":{"card-link":"Black Vise"}},{"insert":" effect) As well as "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" performing double duty during your upkeep. You have a handful of forced draw permanents, namely "},{"insert":{"card-link":"Temple Bell"}},{"insert":", "},{"insert":{"card-link":"Teyo, Geometric Tactician"}},{"insert":", and "},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":". "},{"insert":{"card-link":"Your Temple Is Under Attack"}},{"insert":", "},{"insert":{"card-link":"Oblation"}},{"insert":", and "},{"insert":{"card-link":"Season of the Burrow"}},{"insert":" all pull double duty acting as protection or removal as well as card draw. "},{"insert":{"card-link":"Wedding Ring"}},{"insert":" adds a potential massive amount of card draw if leveraged correctly, ultimately leading to divorce. Namely waiting until your betrothed's turn to activate you card draw effects whenever possible. The most important thing to remember with your card draw is that you need to pay attention to where your cards are going. Don't just hand cards out in order to be nice. Be mean. You see a player ramping a bunch or a player drop an island. Skip them, they don't need any more cards then you're already going to give them. Targeted card draw should go to the least threatening player whenever possible. Remember to use it to help you as much as possible. Make deals, help players find answers when you don't have one, etc.\n\nInteraction."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck aims to give you a suite of varied interaction that can deal with multiple threats and angles players can present. "},{"insert":{"card-link":"Argent Dais"}},{"insert":" is potentially repeatable exile of permanents that also forces players to draw cards. Similarly "},{"insert":{"card-link":"Spurnmage Advocate"}},{"insert":" adds cards to a players hand while also removing the biggest attacking threat a player controls. "},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" to exile threats until they are removed. "},{"insert":{"card-link":"Cloud's Limit Break"}},{"insert":" (instant speed!) and "},{"insert":{"card-link":"Split Up"}},{"insert":" give you asymmetrical board wipes. "},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":", "},{"insert":{"card-link":"Abstergo Entertainment"}},{"insert":", and "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" let you remove graveyard threats as necessary. You also run a few protection spells. "},{"insert":{"card-link":"Prismatic Strands"}},{"insert":" buys you time against commander damage or a massive threat. "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":", "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" and "},{"insert":{"card-link":"Cosmic Intervention"}},{"insert":" give you ways to protect your team. "},{"insert":{"card-link":"Second Sunrise"}},{"insert":", "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":", and "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":" give you ways to rebuild after a wipe. "},{"insert":{"card-link":"Eldrazi Displacer"}},{"insert":" allows you to reuse some removal, like the aforementioned Scrapbot and other cards like "},{"insert":{"card-link":"Summon: Yojimbo"}},{"insert":" and "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":". You also run more traditional removal in "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Dispatch"}},{"insert":", and "},{"insert":{"card-link":"Oblation"}},{"insert":".\n\nFinding your win."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou need patience and you need to pick the right targets to get to this point. Due to the nature of the deck (giving players lots of cards), sometimes you just won't find an answer or your win quick enough. You often need to leverage the other players not wanting to lose to get to this point. Point out threats, combos and potential dangers to get help as needed. Offer cards if someone has an answer they can dig for. Etc. \n\nOnce you do get to your endgame you need to take time to set up. Don't just play your threats and call it a day. You don't just want to play a Viseling, you want to add 5 Viselings to the table. Save your treasures as often as you can so that you have the mana to make an extra copy with Mirrorworks, while also copying the trigger with "},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" and/or "},{"insert":{"card-link":"Lithoform Engine"}},{"insert":". Find your pieces with "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":", "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" and "},{"insert":{"card-link":"Kuldotha Forgemaster"}},{"insert":", and copy their triggers and activated abilities whenever you can. With enough mana and planning you can have turns, as early as 7, where you threaten the entire table with so many presents they're just going to die...\n\nAdditionally you can absolutely set up wins on your turn with making a few copies of "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" and/or "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" + "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":" double triggers. A Single "},{"insert":{"card-link":"Secret Rendezvous"}},{"insert":" can represent a lot of damage to the table especially if you're suddenly rocking 4+ copies of the crawler of your choice. Add in Wedding Ring and other card draw... you get the idea.\n\nWeaknesses."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCombo. If you give the combo player all their combo pieces they're just going to outright win sometimes. It's just going to happen occasionally. Get used to it. They are often excellent targets for an early Black Vise. Try to leverage the other players as necessary to take them out when you see things brewing. DON'T GIVE THEM CARDS UNLESS YOU ABSOLUTELY HAVE TO.\n\nAristocrats. I find them to be one of my toughest matchups. They generate so much extra value from the cards you give them, usually while draining the table and staying high on life. They don't typically have a lot of answers for your Enchantments though, so there's that.\n\nBad Threat Assessment. Get better at threat assessment. That's all I can say. If you're not doing your best to imped the biggest threat at the table because you don't want to be mean or made a deal with them, then you're doing it wrong. Remove threats, hold back card draw from the players in the lead, and understand who your deck can and can't deal with. \n\nLack of Patience. You need to be patient. Don't go running out your threats just because you can. Wait and play them when you're going for that Viseling alpha strike. Know when to use your treasures. You will generate treasures BUT you need to keep them for when your ready. Sparingly using your treasures to set up swingy turns is paramount to the success of this deck .\n\nFinal Thoughts."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf y'all have any questions, feel free to hit me up in the comments or find me on reddit @ u/Plus1Oresan.\n\n"},{"attributes":{"bold":true},"insert":"Changelog:"},{"insert":"\n\n6/22/26\n\n- 1 "},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":" \n- 1 "},{"insert":{"card-link":"Norn's Annex"}},{"insert":" \n- 1 "},{"insert":{"card-link":"Silverquill Lecturer"}},{"insert":" \n+1 "},{"insert":{"card-link":"Moon-Blessed Cleric"}},{"insert":" \n+1 "},{"insert":{"card-link":"Memory Jar"}},{"insert":" \n+1 "},{"insert":{"card-link":"Ultron, Artificial Malevolence"}},{"insert":" \n\nThe deck is shifting more towards burst damage wins and these cards make that more consistent. Moon-Blessed Cleric fetches our Echoes and Smothering Tithe, Ultron is a cheaper version of Mirrorworks, and Memory Jar has the potential to add a lard amount of burst draw/damage in a single turn. \n\nThe removals were all under performers. Norn's Annex rarely protects me from losing the game because people can just pay the life they need. We have alternatives to Dauntless Scrapbot in our utility lands. Silverquil Lecturer was nice to have, but ultimately Ultron is just that much better... in theory. \n\n5/14/26\n\n-1 "},{"insert":{"card-link":"Lucy MacLean, Positively Armed"}},{"insert":" \n+ 1 "},{"insert":{"card-link":"The Eternal Wanderer"}},{"insert":" \n\nLucy had some solid potential with specific cards like Wedding Ring, however pulling off her best case scenario was often difficult and convoluted. I got some testing in with The Eternal Wanderer and was immediately impressed with its versatility. Creating 2/2 double striking blockers is surprisingly relevant. Otherwise you have a source of blink for some of our strong ETB creatures and a Boardwipe attached to a Planeswalker that is a lot more difficult to remove than most others. \n\n5/4/26\n\n- 1 Plains\n+ "},{"insert":{"card-link":"Kor Haven"}},{"insert":" \n\nWe like things that prevent damage, especially utility lands that tap for colorless.\n\n5/3/26\n- 1 Plains\n- "},{"insert":{"card-link":"Intervention Pact"}},{"insert":" \n+ "},{"insert":{"card-link":"Emeritus of Truce // Swords to Plowshares"}},{"insert":" \n+ "},{"insert":{"card-link":"Petrified Hamlet"}},{"insert":" \n\nIntervention pact was in for Voltron strategies and I found that most of the time I'd rather just have more removal. Emeritus of Truce has tested really well. In a deck with very few creatures, blinking it with Eldrazi Displacer nearly always makes it prepared while also giving me a 1/1 flying blocker.\n\nOne of the strangest issues I have with the deck is having enough colorless mana for Eldrazi Displacer and Echoes of Eternity. Petrified Hamlet naming Plains solves that problem while also having some utility in stopping Dark Depths and Strip Mine and other utility lands.\n\n4/23/26\n- "},{"insert":{"card-link":"Windborn Muse"}},{"insert":"\n+ "},{"insert":{"card-link":"Keeper of the Accord"}},{"insert":" \n(1/1 blockers at nearly every end step + land ramp to keep up with pretty much any green deck is solid. So much so I may also try "},{"insert":{"card-link":"Archaeomancer's Map"}},{"insert":" again)\n\nTesting: \n\n"},{"insert":{"card-link":"Archaeomancer's Map"}},{"insert":" \n"},{"insert":{"card-link":"Molecule Man"}},{"insert":" \n\nWorking on:\n\nSwaps for meta section. \nCard Alternatives.\nWin condition breakdowns.\n"}]}
Commander
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf

Commander
(CTRL to add secondary)
Artifact
King Solomon's Frogs
Flash
When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card.
, , Exile King Solomon's Frogs: You become the monarch.
When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card.
, , Exile King Solomon's Frogs: You become the monarch.
Legendary Artifact

Lithoform Engine
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
Legendary Artifact

The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

Wedding Ring
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Artifact

Artifact
(CTRL to add secondary)
Creature
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Ultron, Artificial Malevolence
Whenever another nontoken artifact you control enters, you may pay . If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types.
Legendary Creature Artifact - Villain Robot

Creature
(CTRL to add secondary)
Enchantment
Echoes of Eternity
If a triggered ability of a colorless spell you control or another colorless permanent you control triggers, that ability triggers an additional time.
Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Enchantment Kindred - Eldrazi

Out of Time
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way.
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Enchantment

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Enchantment
(CTRL to add secondary)
Instant
Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Eldrazi Confluence
Choose three. You may choose the same mode more than once.
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
Instant

Parting Gust
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.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Instant
(CTRL to add secondary)
Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
(CTRL to add secondary)
Planeswalker
Teyo, Geometric Tactician
When Teyo enters, create a 0/4 white Wall creature token with defender and flying.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Legendary Planeswalker - Teyo

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Planeswalker
(CTRL to add secondary)
Sorcery
Season of the Burrow
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Sorcery

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Sorcery
(CTRL to add secondary)
Maybeboard
Lucy MacLean, Positively Armed
Golden Rule — Whenever a token enters, you may have target player other than its controller create a token that's a copy of it, then you draw a card if an opponent created a token this way. Do this only once each turn.
Legendary Creature - Human Survivor

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Tataru Taru: Everyone Draws."},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWhat exactly is this deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Tataru Taru"}},{"insert":" is a control oriented Group Hug deck that tries to leverage the card draw it gives out to pull ahead on ramp and interaction until it can effectively kill the other players through the use of cards like "},{"insert":{"card-link":"Viseling"}},{"insert":", "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":", and "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":". It does so by creating copies of the aforementioned artifacts with cards like "},{"insert":{"card-link":"Mirrorworks"}},{"insert":", "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":", and "},{"insert":{"card-link":"Ultron, Artificial Malevolence"}},{"insert":" . Additionally it generates consistent value/card draw through powerful enchantments like "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" and "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":".\n\nHow does it play?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nTataru Taru is a game of patience. Generally you want to leverage your turn 2 commander to draw an extra card and typically create a treasure token (Hence why it runs so few lands for a bracket 3 deck). Because of the consistent card draw (and a handful of tutors) throughout the deck, you tend to have very consistent access to ramp (treasures), removal and protection. Your job is to leverage your card draw to help players that are behind, make deals, and deal with imminent threats as necessary. Eventually you use your ability to make multiple copies of a single threat, such as "},{"insert":{"card-link":"Iron Maiden"}},{"insert":" to present players with a clock OR threatening to end them(!) at the beginning of their next upkeep, dependent on how many cards are in their hands/how many triggers you get. \n\nBracket expectation."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is about as low to middle of the road as a Bracket 3 deck can be. HOWEVER, if you pilot the deck correctly, make good choices, and use protection (heh) you can be very \"successful\" with this deck. Keep in mind it was designed to be a group hug deck that has a way to win, and I knew when putting it together that I would just straight up lose games because I made my players draw too many cards, giving them all the tools they needed to win. I was ok with that because I like to see what other players decks can do. That's fun sometimes. There is a much meaner deck you could make that leverages white stax pieces like "},{"insert":{"card-link":"Rule of Law"}},{"insert":", that could be much higher on the Bracket 3 scale. If that's what you're looking for this may not be the deck for you. \n\nCard Draw."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThat's what the deck is about and fortunately you have a lot of it. "},{"insert":{"card-link":"Anvil of Bogardan"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", and "},{"insert":{"card-link":"Font of Mythos"}},{"insert":" all give players extra draw during their draw steps. (A special nod to Anvil of Bogardan making it so no one has a discard step, allowing you to prep for a "},{"insert":{"card-link":"Black Vise"}},{"insert":" effect) As well as "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" performing double duty during your upkeep. You have a handful of forced draw permanents, namely "},{"insert":{"card-link":"Temple Bell"}},{"insert":", "},{"insert":{"card-link":"Teyo, Geometric Tactician"}},{"insert":", and "},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":". "},{"insert":{"card-link":"Your Temple Is Under Attack"}},{"insert":", "},{"insert":{"card-link":"Oblation"}},{"insert":", and "},{"insert":{"card-link":"Season of the Burrow"}},{"insert":" all pull double duty acting as protection or removal as well as card draw. "},{"insert":{"card-link":"Wedding Ring"}},{"insert":" adds a potential massive amount of card draw if leveraged correctly, ultimately leading to divorce. Namely waiting until your betrothed's turn to activate you card draw effects whenever possible. The most important thing to remember with your card draw is that you need to pay attention to where your cards are going. Don't just hand cards out in order to be nice. Be mean. You see a player ramping a bunch or a player drop an island. Skip them, they don't need any more cards then you're already going to give them. Targeted card draw should go to the least threatening player whenever possible. Remember to use it to help you as much as possible. Make deals, help players find answers when you don't have one, etc.\n\nInteraction."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck aims to give you a suite of varied interaction that can deal with multiple threats and angles players can present. "},{"insert":{"card-link":"Argent Dais"}},{"insert":" is potentially repeatable exile of permanents that also forces players to draw cards. Similarly "},{"insert":{"card-link":"Spurnmage Advocate"}},{"insert":" adds cards to a players hand while also removing the biggest attacking threat a player controls. "},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" to exile threats until they are removed. "},{"insert":{"card-link":"Cloud's Limit Break"}},{"insert":" (instant speed!) and "},{"insert":{"card-link":"Split Up"}},{"insert":" give you asymmetrical board wipes. "},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":", "},{"insert":{"card-link":"Abstergo Entertainment"}},{"insert":", and "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" let you remove graveyard threats as necessary. You also run a few protection spells. "},{"insert":{"card-link":"Prismatic Strands"}},{"insert":" buys you time against commander damage or a massive threat. "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":", "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" and "},{"insert":{"card-link":"Cosmic Intervention"}},{"insert":" give you ways to protect your team. "},{"insert":{"card-link":"Second Sunrise"}},{"insert":", "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":", and "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":" give you ways to rebuild after a wipe. "},{"insert":{"card-link":"Eldrazi Displacer"}},{"insert":" allows you to reuse some removal, like the aforementioned Scrapbot and other cards like "},{"insert":{"card-link":"Summon: Yojimbo"}},{"insert":" and "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":". You also run more traditional removal in "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Dispatch"}},{"insert":", and "},{"insert":{"card-link":"Oblation"}},{"insert":".\n\nFinding your win."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou need patience and you need to pick the right targets to get to this point. Due to the nature of the deck (giving players lots of cards), sometimes you just won't find an answer or your win quick enough. You often need to leverage the other players not wanting to lose to get to this point. Point out threats, combos and potential dangers to get help as needed. Offer cards if someone has an answer they can dig for. Etc. \n\nOnce you do get to your endgame you need to take time to set up. Don't just play your threats and call it a day. You don't just want to play a Viseling, you want to add 5 Viselings to the table. Save your treasures as often as you can so that you have the mana to make an extra copy with Mirrorworks, while also copying the trigger with "},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" and/or "},{"insert":{"card-link":"Lithoform Engine"}},{"insert":". Find your pieces with "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":", "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" and "},{"insert":{"card-link":"Kuldotha Forgemaster"}},{"insert":", and copy their triggers and activated abilities whenever you can. With enough mana and planning you can have turns, as early as 7, where you threaten the entire table with so many presents they're just going to die...\n\nAdditionally you can absolutely set up wins on your turn with making a few copies of "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" and/or "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" + "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":" double triggers. A Single "},{"insert":{"card-link":"Secret Rendezvous"}},{"insert":" can represent a lot of damage to the table especially if you're suddenly rocking 4+ copies of the crawler of your choice. Add in Wedding Ring and other card draw... you get the idea.\n\nWeaknesses."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCombo. If you give the combo player all their combo pieces they're just going to outright win sometimes. It's just going to happen occasionally. Get used to it. They are often excellent targets for an early Black Vise. Try to leverage the other players as necessary to take them out when you see things brewing. DON'T GIVE THEM CARDS UNLESS YOU ABSOLUTELY HAVE TO.\n\nAristocrats. I find them to be one of my toughest matchups. They generate so much extra value from the cards you give them, usually while draining the table and staying high on life. They don't typically have a lot of answers for your Enchantments though, so there's that.\n\nBad Threat Assessment. Get better at threat assessment. That's all I can say. If you're not doing your best to imped the biggest threat at the table because you don't want to be mean or made a deal with them, then you're doing it wrong. Remove threats, hold back card draw from the players in the lead, and understand who your deck can and can't deal with. \n\nLack of Patience. You need to be patient. Don't go running out your threats just because you can. Wait and play them when you're going for that Viseling alpha strike. Know when to use your treasures. You will generate treasures BUT you need to keep them for when your ready. Sparingly using your treasures to set up swingy turns is paramount to the success of this deck .\n\nFinal Thoughts."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf y'all have any questions, feel free to hit me up in the comments or find me on reddit @ u/Plus1Oresan.\n\n"},{"attributes":{"bold":true},"insert":"Changelog:"},{"insert":"\n\n6/22/26\n\n- 1 "},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":" \n- 1 "},{"insert":{"card-link":"Norn's Annex"}},{"insert":" \n- 1 "},{"insert":{"card-link":"Silverquill Lecturer"}},{"insert":" \n+1 "},{"insert":{"card-link":"Moon-Blessed Cleric"}},{"insert":" \n+1 "},{"insert":{"card-link":"Memory Jar"}},{"insert":" \n+1 "},{"insert":{"card-link":"Ultron, Artificial Malevolence"}},{"insert":" \n\nThe deck is shifting more towards burst damage wins and these cards make that more consistent. Moon-Blessed Cleric fetches our Echoes and Smothering Tithe, Ultron is a cheaper version of Mirrorworks, and Memory Jar has the potential to add a lard amount of burst draw/damage in a single turn. \n\nThe removals were all under performers. Norn's Annex rarely protects me from losing the game because people can just pay the life they need. We have alternatives to Dauntless Scrapbot in our utility lands. Silverquil Lecturer was nice to have, but ultimately Ultron is just that much better... in theory. \n\n5/14/26\n\n-1 "},{"insert":{"card-link":"Lucy MacLean, Positively Armed"}},{"insert":" \n+ 1 "},{"insert":{"card-link":"The Eternal Wanderer"}},{"insert":" \n\nLucy had some solid potential with specific cards like Wedding Ring, however pulling off her best case scenario was often difficult and convoluted. I got some testing in with The Eternal Wanderer and was immediately impressed with its versatility. Creating 2/2 double striking blockers is surprisingly relevant. Otherwise you have a source of blink for some of our strong ETB creatures and a Boardwipe attached to a Planeswalker that is a lot more difficult to remove than most others. \n\n5/4/26\n\n- 1 Plains\n+ "},{"insert":{"card-link":"Kor Haven"}},{"insert":" \n\nWe like things that prevent damage, especially utility lands that tap for colorless.\n\n5/3/26\n- 1 Plains\n- "},{"insert":{"card-link":"Intervention Pact"}},{"insert":" \n+ "},{"insert":{"card-link":"Emeritus of Truce // Swords to Plowshares"}},{"insert":" \n+ "},{"insert":{"card-link":"Petrified Hamlet"}},{"insert":" \n\nIntervention pact was in for Voltron strategies and I found that most of the time I'd rather just have more removal. Emeritus of Truce has tested really well. In a deck with very few creatures, blinking it with Eldrazi Displacer nearly always makes it prepared while also giving me a 1/1 flying blocker.\n\nOne of the strangest issues I have with the deck is having enough colorless mana for Eldrazi Displacer and Echoes of Eternity. Petrified Hamlet naming Plains solves that problem while also having some utility in stopping Dark Depths and Strip Mine and other utility lands.\n\n4/23/26\n- "},{"insert":{"card-link":"Windborn Muse"}},{"insert":"\n+ "},{"insert":{"card-link":"Keeper of the Accord"}},{"insert":" \n(1/1 blockers at nearly every end step + land ramp to keep up with pretty much any green deck is solid. So much so I may also try "},{"insert":{"card-link":"Archaeomancer's Map"}},{"insert":" again)\n\nTesting: \n\n"},{"insert":{"card-link":"Archaeomancer's Map"}},{"insert":" \n"},{"insert":{"card-link":"Molecule Man"}},{"insert":" \n\nWorking on:\n\nSwaps for meta section. \nCard Alternatives.\nWin condition breakdowns.\n"}]}






















































































