Mr.Dev
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Commander
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{"ops":[{"insert":"From creating juiced tokens, to reliably seeing half your deck every game, this is my take on "},{"insert":{"card-link":"Narset, Enlightened Exile"}},{"insert":". After experimenting with more \"storm\" buildings, or higher instant/sorcery counts, I've found a traditional midrange approach to be the most fun.\n\nFirst let's talk about some fun tech cards. "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is probably the least \"techy\" but it's my favorite card in any game I've played so it gets a piece. While there is infinite draw with "},{"insert":{"card-link":"Kykar, Wind's Fury"}},{"insert":" and "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", I am playing this for its generic advantage, as well as being a guaranteed prowess trigger. Effectively having access to an extra 3 cards is also very high value for the deck. Hitting draw spells just enables more. "},{"insert":{"card-link":"Angelfire Ignition"}},{"insert":" sees a decent bit of play in Narset decks as well. I've grown to appreciate this card a lot. It does so much, as well as letting us cast a majority of our yard without prowess. Finally, "},{"insert":{"card-link":"Shinka, the Bloodsoaked Keep"}},{"insert":" is a sneaky land. Its a very nice value piece that can help force your attacks through, while also being incredibly low opportunity cost. Other lands may synergize better for attacks like "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":", we can get this off cantrips that draw, and only working off one red mana is great. \n\nThe plan is going to be to overrun with tokens. To my knowledge, I am playing most of the good generators that could care about our instants/sorceries. We are playing a high quantity to try and see one as early as possible and begin to establish a small board presence early, that will gradually grow until the late game. The other generators such as "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" are great as well to help fill the spaces as well as being able to potentially get doubled with "},{"insert":{"card-link":"Windcrag Siege"}},{"insert":". I am not playing cards like "},{"insert":{"card-link":"Balmor, Battlemage Captain"}},{"insert":" because I didn't find him needed. Between Narset's own ability, and "},{"insert":{"card-link":"Jeskai Ascendancy"}},{"insert":" I have found my creatures will typically be big enough. If we really need to kill, we have "},{"insert":{"card-link":"Akroma's Will"}},{"insert":". If the board is too big, your aim is to win with commander damage by making Narset nigh unblockable and trying to kill fast over a couple turns, while reducing the board size with the tokens. This is typically how I have closed out games. \n\n"},{"insert":{"card-link":"Time Warp"}},{"insert":" is another pseudo win condition. I only aim to cast the card if i know i can copy it again that combat. The two extra turns tends to not immediately win the game. However with the advantage you can potentially generate with draw and tokens, you can attempt to bring the board down closer to parity or make them need to play a bit of catch up. Paired with other cards later in this primer, you are able to chain turns at a very high end with specific cards. I have been able to cast the time warp 5+ times to close out the game either with the tokens or commander damage.\n\nFirst lets start with draw. Narset's ability to take any nonland noncreature card from a yard and copy it was what drew me to the deck, not only to steal, but to grind. I do remember stealing cards such as Assassin's Trophy and having a meaningful impact, we want to use our own yard as much as possible. To do that we have loaded up on Cantrips and draw engines to help us churn through our deck to enable the prowess triggers and swing freely to copy more cards. I believe it would be correct to fit a few more cantrips, I found myself wanting repeatable engines to help keep going. Some choices may be questionable, such as "},{"insert":{"card-link":"Ugin's Insight"}},{"insert":", but this is my deep draw card of choice. You want at least one card that will draw you, or help you dig deeper. Ugin's insight does fit this surprisingly perfectly, even if we at most scry 4. You still have the potential to see 7 cards. If you know of a better card then play it, but always aim to discard it through cards like "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":". 5 mana really is a lot for the deck.\n\nRamp is probably the main area of Improvement, I am largely just playing what I know. I am only play one cost reducer, it only helps so much. It will help you cast your bigger spells, but most of the time you are just copying them. Reducing the 2 mana cards to cantrips tends to just be enough. I am not playing "},{"insert":{"card-link":"Ashling, Flame Dancer"}},{"insert":" just because by the time I get to the third effect, I likely need more blue mana than red. Other mana banks like"},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" are likely worth a slot. I don't have a Vivi quite yet so we are playing "},{"insert":{"card-link":"Resonating Lute"}},{"insert":", for this bracket it is quite the fun replacement, so consider keeping it as a relative power curb. I am not playing the rituals as I am not aiming to play that fast, or high roll by occasionally drawing power cards. \n\nOur main copier is going to be "},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":". If you didn't know, just casting one instant/sorcery gives you the power requirement with your commander on board. I am also playing"},{"insert":{"card-link":"Sword of Wealth and Power"}},{"insert":". This may be questionable to some, but I find it to fit the role I want better than "},{"insert":{"card-link":"Twincast"}},{"insert":". Due to other card choices in the deck, we can already loop the cards we exile to copy. I didn't want a one off effect to copy something, I wanted something I can get value from turn after turn. That being said, "},{"insert":{"card-link":"Reverberate"}},{"insert":" is still worth considering if you want to play more combo and raise the power slightly. After experimenting with "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" and "},{"insert":{"card-link":"Ral, Crackling Wit"}},{"insert":", I found the cards not worth it. They will win games, but require more and can create problematic/long turns just due to math. That being said I still won burning the table with lightning bolt, so you could run it for the vibes. \n\nMy favorite part of the deck is the small grind package we are playing, These cards are why I chose the sword. "},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":","},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" enable us to do all sorts of crazy things to help us play the long games. Sorceress's Schemes deserves a lot of love. This card does not say it cannot target itself, and we do not cast itself from exile. It and a repeatable copier on their own create their own loop. You could choose to play more flashback cards, but we are mainly using it for the yard specifically. The red mana is just the cherry on top of everything. Sevinne's Reclamation is great not only because we can heavily leverage its flashback, but because we can use it to loop our fetches for "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":", enabling even more grind. Finally, the card that took me forever to find, "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":". I think this card is absolutely amazing. It lets us double up on all of our other powerful cards as a can trip, potentially pull back more with our copiers and let you loop cards like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". These three together create our grind. There are probably stronger packages such as "},{"insert":{"card-link":"Displacer Kitten"}},{"insert":", or any blinker, and "},{"insert":{"card-link":"Archaeomancer"}},{"insert":", its very obvious what's about to go down and doesn't really fit what I want for the deck. The only way to really stop this is by exiling the yard with Pull from Eternity in it. If Wizards ever make another one, I would highly consider playing it. This package tends to be just enough to be able to out grind most opponents into the late game, you are able to reuse your high value cards more reliably and in more unique ways. \n\nFinally I'll quickly touch on the counters as its largely a mentality thing. Unless there's a real threat on the stack I will not counter it. My counters are to protect my gameplan almost specifically. Just swinging with Narset once can lead to massive advantage, but getting instantly removed is a massive setback. We also want to make sure our cards resolve successfully, more than we really care about anything else. If you cant make use of whatever you are casting immediately, it almost doesn't seem to matter. You will likely draw into traditional removal as well, and this deck can leverage reusing them more. This is also why I am not playing "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":", I do want to counter your spell, more than i want to leverage my yard more. Looping "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is likely the choice I would make if you really wanted something like Lier. \n\nWhile surely not 100% optimal, I have found myself having a lot of fun with this list. I hope you were able to take something from this as it doesn't follow some typical play patterns. \n"}]}
Commander
Commander
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Cantrip
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

Cantrip
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Card Advantage
Card Advantage
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Copy
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter

Sword of Wealth and Power
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Artifact - Equipment

Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment

Copy
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Counters
Counters
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Finisher
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Finisher
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Land
Land
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Protection
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

Protection
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Ramp
Ramp
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Recursion
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

Recursion
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Removal
Removal
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Tokens
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight

Anim Pakal, Thousandth Moon
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
Legendary Creature - Human Soldier

Brimaz, King of Oreskos
Vigilance
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Legendary Creature - Soldier Cat

Cori-Steel Cutter
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Artifact - Equipment

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"From creating juiced tokens, to reliably seeing half your deck every game, this is my take on "},{"insert":{"card-link":"Narset, Enlightened Exile"}},{"insert":". After experimenting with more \"storm\" buildings, or higher instant/sorcery counts, I've found a traditional midrange approach to be the most fun.\n\nFirst let's talk about some fun tech cards. "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is probably the least \"techy\" but it's my favorite card in any game I've played so it gets a piece. While there is infinite draw with "},{"insert":{"card-link":"Kykar, Wind's Fury"}},{"insert":" and "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", I am playing this for its generic advantage, as well as being a guaranteed prowess trigger. Effectively having access to an extra 3 cards is also very high value for the deck. Hitting draw spells just enables more. "},{"insert":{"card-link":"Angelfire Ignition"}},{"insert":" sees a decent bit of play in Narset decks as well. I've grown to appreciate this card a lot. It does so much, as well as letting us cast a majority of our yard without prowess. Finally, "},{"insert":{"card-link":"Shinka, the Bloodsoaked Keep"}},{"insert":" is a sneaky land. Its a very nice value piece that can help force your attacks through, while also being incredibly low opportunity cost. Other lands may synergize better for attacks like "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":", we can get this off cantrips that draw, and only working off one red mana is great. \n\nThe plan is going to be to overrun with tokens. To my knowledge, I am playing most of the good generators that could care about our instants/sorceries. We are playing a high quantity to try and see one as early as possible and begin to establish a small board presence early, that will gradually grow until the late game. The other generators such as "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" are great as well to help fill the spaces as well as being able to potentially get doubled with "},{"insert":{"card-link":"Windcrag Siege"}},{"insert":". I am not playing cards like "},{"insert":{"card-link":"Balmor, Battlemage Captain"}},{"insert":" because I didn't find him needed. Between Narset's own ability, and "},{"insert":{"card-link":"Jeskai Ascendancy"}},{"insert":" I have found my creatures will typically be big enough. If we really need to kill, we have "},{"insert":{"card-link":"Akroma's Will"}},{"insert":". If the board is too big, your aim is to win with commander damage by making Narset nigh unblockable and trying to kill fast over a couple turns, while reducing the board size with the tokens. This is typically how I have closed out games. \n\n"},{"insert":{"card-link":"Time Warp"}},{"insert":" is another pseudo win condition. I only aim to cast the card if i know i can copy it again that combat. The two extra turns tends to not immediately win the game. However with the advantage you can potentially generate with draw and tokens, you can attempt to bring the board down closer to parity or make them need to play a bit of catch up. Paired with other cards later in this primer, you are able to chain turns at a very high end with specific cards. I have been able to cast the time warp 5+ times to close out the game either with the tokens or commander damage.\n\nFirst lets start with draw. Narset's ability to take any nonland noncreature card from a yard and copy it was what drew me to the deck, not only to steal, but to grind. I do remember stealing cards such as Assassin's Trophy and having a meaningful impact, we want to use our own yard as much as possible. To do that we have loaded up on Cantrips and draw engines to help us churn through our deck to enable the prowess triggers and swing freely to copy more cards. I believe it would be correct to fit a few more cantrips, I found myself wanting repeatable engines to help keep going. Some choices may be questionable, such as "},{"insert":{"card-link":"Ugin's Insight"}},{"insert":", but this is my deep draw card of choice. You want at least one card that will draw you, or help you dig deeper. Ugin's insight does fit this surprisingly perfectly, even if we at most scry 4. You still have the potential to see 7 cards. If you know of a better card then play it, but always aim to discard it through cards like "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":". 5 mana really is a lot for the deck.\n\nRamp is probably the main area of Improvement, I am largely just playing what I know. I am only play one cost reducer, it only helps so much. It will help you cast your bigger spells, but most of the time you are just copying them. Reducing the 2 mana cards to cantrips tends to just be enough. I am not playing "},{"insert":{"card-link":"Ashling, Flame Dancer"}},{"insert":" just because by the time I get to the third effect, I likely need more blue mana than red. Other mana banks like"},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" are likely worth a slot. I don't have a Vivi quite yet so we are playing "},{"insert":{"card-link":"Resonating Lute"}},{"insert":", for this bracket it is quite the fun replacement, so consider keeping it as a relative power curb. I am not playing the rituals as I am not aiming to play that fast, or high roll by occasionally drawing power cards. \n\nOur main copier is going to be "},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":". If you didn't know, just casting one instant/sorcery gives you the power requirement with your commander on board. I am also playing"},{"insert":{"card-link":"Sword of Wealth and Power"}},{"insert":". This may be questionable to some, but I find it to fit the role I want better than "},{"insert":{"card-link":"Twincast"}},{"insert":". Due to other card choices in the deck, we can already loop the cards we exile to copy. I didn't want a one off effect to copy something, I wanted something I can get value from turn after turn. That being said, "},{"insert":{"card-link":"Reverberate"}},{"insert":" is still worth considering if you want to play more combo and raise the power slightly. After experimenting with "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" and "},{"insert":{"card-link":"Ral, Crackling Wit"}},{"insert":", I found the cards not worth it. They will win games, but require more and can create problematic/long turns just due to math. That being said I still won burning the table with lightning bolt, so you could run it for the vibes. \n\nMy favorite part of the deck is the small grind package we are playing, These cards are why I chose the sword. "},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":","},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" enable us to do all sorts of crazy things to help us play the long games. Sorceress's Schemes deserves a lot of love. This card does not say it cannot target itself, and we do not cast itself from exile. It and a repeatable copier on their own create their own loop. You could choose to play more flashback cards, but we are mainly using it for the yard specifically. The red mana is just the cherry on top of everything. Sevinne's Reclamation is great not only because we can heavily leverage its flashback, but because we can use it to loop our fetches for "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":", enabling even more grind. Finally, the card that took me forever to find, "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":". I think this card is absolutely amazing. It lets us double up on all of our other powerful cards as a can trip, potentially pull back more with our copiers and let you loop cards like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". These three together create our grind. There are probably stronger packages such as "},{"insert":{"card-link":"Displacer Kitten"}},{"insert":", or any blinker, and "},{"insert":{"card-link":"Archaeomancer"}},{"insert":", its very obvious what's about to go down and doesn't really fit what I want for the deck. The only way to really stop this is by exiling the yard with Pull from Eternity in it. If Wizards ever make another one, I would highly consider playing it. This package tends to be just enough to be able to out grind most opponents into the late game, you are able to reuse your high value cards more reliably and in more unique ways. \n\nFinally I'll quickly touch on the counters as its largely a mentality thing. Unless there's a real threat on the stack I will not counter it. My counters are to protect my gameplan almost specifically. Just swinging with Narset once can lead to massive advantage, but getting instantly removed is a massive setback. We also want to make sure our cards resolve successfully, more than we really care about anything else. If you cant make use of whatever you are casting immediately, it almost doesn't seem to matter. You will likely draw into traditional removal as well, and this deck can leverage reusing them more. This is also why I am not playing "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":", I do want to counter your spell, more than i want to leverage my yard more. Looping "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is likely the choice I would make if you really wanted something like Lier. \n\nWhile surely not 100% optimal, I have found myself having a lot of fun with this list. I hope you were able to take something from this as it doesn't follow some typical play patterns. \n"}]}
























































































